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Offline Asid

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Re: Neverwinter Nights: Enhanced Edition
« Reply #15 on: September 21, 2018, 03:02:25 AM »
Neverwinter Nights: Enhanced Edition Development Build 8180
20 September - niv

We're now shipping Neverwinter Nights: Enhanced Edition Development Build 8180.

This build is a potential release candidate for 1.77.

Features
•   We added three new player-selectable portraits; Heavyline, Skandii, and Lanteri.
•   Toolset: The script editor now shows variables and constant declarations on double click.
•   Toolset: The recent modules list has been expanded to 10 entries.
•   Toolset: The compiler include limit has been bumped to 128.

Fix-tures
•   The game now asks you for a CD key, instead of erroring with a confusing message, when Steam CD key retrieval fails for any reason.
•   HW Mouse is now the default on Linux, as to avoid WindowManager-related mouse click point offset issues resulting from UI scaling.

Fixes
•   We fixed certain armour pads (specifically, belts and shoulder pads) disappearing when re-equipping a item.
•   Server resource management on Linux in certain memory configurations has been fixed.
•   We fixed a floating point inaccuracy that made the player character skew aside ever so slightly when WASDing.
•   The conversation UI has been fixed to not shift off screen when using UI scaling and having the Inventory/Char sheet open at the same time.
•   We fixed held equipment not becoming transparent when the character model did so (for example, when casting Invisibility.)
•   Toolset: Area ambient sounds and music has been brought back to life.
•   Toolset: We removed the requirement that the mouse be over an object to translate it on the Z-axis (with Alt+Left Mouse Button).
•   Toolset: The tile properties light select color UI is no longer truncated when using windows-native screen scaling.
•   We fixed a double-free in the PLT system, which has lead to crashes when multiple objects with the same texture would show.
•   A crash when reloading LTRs was fixed.
•   Crashes in nwscript functions resulting from bad parameters have been addressed: CopyItemAndModify, GetNearestCreatureToLocation
•   Linux only: Database names are now case-insensitive, so DestroyCampaignDatabase() now works as expected.

Known Issues
•   The macOS dedicated server is missing a packaged libGalaxy.dylib. This can be worked around by copying the one from the client .app bundle (nwmain.app/Contents/MacOS/libGalaxy.dylib) into the same directory as the server binary.


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Offline Asid

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Re: Neverwinter Nights: Enhanced Edition
« Reply #16 on: September 30, 2018, 01:55:21 PM »
Neverwinter Nights: Enhanced Edition Development Build 8181
27 September - niv

We're shipping Neverwinter Nights: Enhanced Edition Development Build 8181 shortly after 8180 to address community-found feedback and issues.

This build is the next release candidate for 1.77.

Fixes
•   We made all DLC portraits now show up for character creation in all modules, regardless of portrait.2da entries.
•   We fixed some objects with fancymapping not rendering in the Toolset.
•   Linux/Mac only: We fixed the server spinning a thread needlessly if stdin gets closed.
•   The macOS dedicated server now doesn't fail due to a missing libGalaxy.dylib.


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Offline Asid

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Re: Neverwinter Nights: Enhanced Edition
« Reply #17 on: October 03, 2018, 12:01:11 AM »
Neverwinter Nights: Enhanced Edition 1.77
Neverwinter Nights: Enhanced Edition - niv

We're shipping build 8181 to Stable today. This is the same build that has been on the Development branch for a short while now.

If you'd like to stay on 1.76 until your favourite persistent world has migrated, please select the "oldstable" branch in Steam.

For a full changelog compared to 1.76, read on.

Client Changes

Features:
•   Three new player-selectable portraits; Heavyline, Skandii, and Lanteri.

Fixes:
•   We fixed certain armour pads (specifically, belts and shoulder pads) disappearing when re-equipping a item.
•   We fixed a floating point inaccuracy that made the player character skew aside ever so slightly when WASDing.
•   The conversation UI has been fixed to not shift off screen when using UI scaling and having the Inventory/Char sheet open at the same time.
•   We fixed a double-free in the PLT system, which has lead to crashes when multiple objects with the same texture would show.
•   We fixed held equipment not becoming transparent when the character model did so (for example, when casting Invisibility.)
•   The game now asks you for a CD key, instead of erroring with a confusing message, when Steam CD key retrieval fails for any reason.
•   HW Mouse is now the default on Linux, as to avoid WindowManager-related mouse click point offset issues resulting from UI scaling.
•   We made all DLC portraits now show up for character creation in all modules, regardless of portrait.2da entries.

Content Creation Changes

Features:
•   Toolset: The script editor now shows variables and constant declarations on double click.
•   Toolset: The recent modules list has been expanded to 10 entries.
•   Toolset: The compiler include limit has been bumped to 128.

Fixes:
•   Toolset: Area ambient sounds and music has been brought back to life.
•   Toolset: We removed the requirement that the mouse be over an object to translate it on the Z-axis (with Alt+Left Mouse Button).
•   Toolset: The tile properties light select color UI is no longer truncated when using windows-native screen scaling.

Server Changes

Fixes:
•   Server resource management on Linux in certain memory configurations has been fixed.
•   Crashes in nwscript functions resulting from bad parameters have been addressed: CopyItemAndModify, GetNearestCreatureToLocation
•   A crash when reloading LTRs was fixed.
•   Linux only: Database names are now case-insensitive, so DestroyCampaignDatabase() now works as expected.
•   Linux/Mac only: We fixed the server spinning a thread needlessly if stdin gets closed.


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Offline Asid

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Re: Neverwinter Nights: Enhanced Edition
« Reply #18 on: October 25, 2018, 03:15:53 PM »
Neverwinter Nights: Enhanced Edition Development Build 8182
20 October - niv

NWN:EE Development Update 8182 is being rolled out.

This patch contains a major new feature: NWSync, a mechanism to transparently and automatically download user content when joining a multiplayer server.

The first development release now exists to serve as an invitation to test for the community.

Features
•   The game now supports normal DDS textures without having to mangle the header.
•   The game now supports KTX texture containers.
•   We added a new console variable that enables a over-time FPS display. Type "fpstrace 1" into the game console to enable.

Optimisation
•   We added a (off-by-default) experimental toggle that prevents needless texture switching. It should yield about 10-20% more FPS depending on the scene rendered. You can toggle it, to see the difference, via the console variable glCacheTextureBinds 0/1.

Fixes
•   We fixed lighting uniforms not assigning properly on some GPU drivers. This should address some flickering and maybe improve stability.
•   Premium Modules don't show in "Other Modules" anymore.
•   Yet another crash for creature appearances with PERSPACE=0 has been addressed.

NWSync

We merged in experimental support for NWSync. The first implementation of this allows transparent multiplayer server content downloads, and requires special setup by the server admin to make functional.

The preliminary manual, including instructions and system details, can be read here: https://docs.google.com/document/d/1eYRTd6vzk7OrLpr2zlwnUk7mgUsyiZzLoR6k54njBVI

Note that if you are from The Future, then this URL might have changed or disappeared. Please check the official documentation in lang/en/docs instead.

Again, this is experimental, and we are shipping this to the development branch early so persistent world admins and interested parties can test it. This is a very complex technical feature and we fully expect that we will have to ship more development patches to address found issues.

Ultimately, this feature can only grow into what it should be with feedback and guidance from those that will be heavily employing it.


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Offline Asid

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Re: Neverwinter Nights: Enhanced Edition
« Reply #19 on: October 25, 2018, 03:16:51 PM »
Neverwinter Nights: Enhanced Edition Development Build 8183
24 October - niv

This is patch 8183 for the Development branch of NWN:EE!

This patch is a quick iteration on the previous Development patch. Build 8182 introduced NWSync, a feature allowing clients to download needed gameplay data from servers without having to manually hunt down HAK and TLK files.
Fixes
•   We fixed a performance issue indexing/reading NWSync manifests on Windows. Data should now load at least as fast as it would with HAKs.

Fix-tures
•   Gamma functionality is back: You can type `Gamma x` in the console, where x is a floating point value larger than 0. The default is 2.2. This value is persisted to nwn.ini (under a new configuration key). Gamma only affects the rendered ingame scenery, not menus or UI, as it is applied through a FBO shader, not GL/system-wide gamma correction. There is no slider yet, sorry.
•   NWSync memory management was refactored to be as zero-copy as possible, eventually paving the way for streaming compression (to deliver, e.g., full movies). Right now, the suggested optimal file size for individually synced files is under 20MB.
•   All shaders have seen revision to be more efficient and future-proofed for extensions like Roughness and Glow Maps.
•   The game now writes out all Aliases to nwn.ini even if the file already existed.

Features
•   NWSync now has an Alias entry in nwn.ini, which allows moving data to a more suitable place if so desired.
•   Downloading the initial manifest now shows progress, instead of letting the user guess. This is relevant for big manifests, which may grow to megabytes in size for servers using the CEP and more.
•   The multiplayer server browser now shows a progress window when downloading the server list. It also switched over to libcurl, which should prove to be much more reliable than the previous solution.

Coming Soon, and Known Issues
•   There will be a utility to introspect and prune the client-side storage.
•   There will be a utility to (pre-)download manifest/server data without the game running.
•   We're aware the NWSync documentation is very bare bones right now, and aimed at the technical user. It will see a lot of improvement before a stable release, including example use-cases and HOWTOs for each. Current work-in-progress documentation can be found here: https://docs.google.com/document/d/1eYRTd6vzk7OrLpr2zlwnUk7mgUsyiZzLoR6k54njBVI.
•   Server-side repository management utilities are exhibiting some issues on Windows. We're looking into the problem

We'd like to thank all the volunteers who have spent time testing the previous patch! We're not quite at the required stable feature list yet as far as NWSync goes, but we're getting there! Any testing, feedback, and criticism you provide is invaluable.

Thanks!


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Offline Asid

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Re: Neverwinter Nights: Enhanced Edition
« Reply #20 on: November 16, 2018, 05:01:30 PM »


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Re: Neverwinter Nights: Enhanced Edition
« Reply #21 on: November 21, 2018, 02:52:56 AM »
Neverwinter Nights: Enhanced Edition 1.78
Neverwinter Nights: Enhanced Edition - niv

Today, we are shipping Development Build 8186 to the stable branch of Neverwinter Nights: Enhanced Edition as 1.78!

This is the very same build that was recently updated on the development branch and contains no changes since then.

The previous build (8181) is available as a Steam branch, so you can switch back if your favorite persistent world needs more time to update. To do so, select 'oldstable' under the beta dropdown list in the Neverwinter Nights: Enhanced Edition Steam properties.

New Feature: NWSync

This update contains a major new feature called NWSync, which will allow players to easily download required content data as they join servers, without having to manually manage HAK and TLK files. In this first iteration, this will mostly benefit persistent worlds, as it requires special setup on the server owner's part.

For details on this feature, please see the source repository that contains all the needed tooling and links to the most up-to-date documentation, here: https://github.com/Beamdog/nwsync.

Client Changes

Features:
•   We added a new console variable that enables a over-time FPS display. Type "fpstrace 1" into the game console to enable.
•   You can type `Gamma x` in the console, where x is a floating point value larger than 0. The default is 2.2. This value is persisted to nwn.ini (under a new configuration key). Gamma only affects the rendered ingame scenery, not menus or UI, as it is applied through a FBO shader, not GL/system-wide gamma correction.
•   The game now supports normal DDS textures without having to mangle the header.
•   The game now supports KTX texture containers.
•   The game now writes out all Aliases to nwn.ini even if the file already existed.
•   We bumped the default maximum texture memory to 256MB. Previous settings of 64MB are rewritten to this value. The new minimum is 96MB. The bigger-by-default texture memory should improve stability in some situations.

Fixes:
•   We fixed lighting uniforms not assigning properly on some GPU drivers. This should address some flickering and maybe improve stability.
•   Premium Modules don't show in "Other Modules" anymore.
•   Yet another crash for creature appearances with PERSPACE=0 has been addressed.
•   The multiplayer server browser now shows a progress window when downloading the server list. It also switched over to libcurl, which should prove to be much more reliable than the previous solution.
•   The chat window will not capture mouse clicks anymore, only scroll events. This means you can once again click through it to action the game world.

Server Changes

Fixes:
•   Greater Sanctuary interacting incorrectly with True Seeing has been fixed.
•   A rare server hang when a relayed player suddenly regains direct connectivity has been fixed.
•   A bug in RetrieveCampaignObject has been fixed that resulted in a double free issue, crashing the game. This was another 1.69 issue that was unearthed by us switching to VS2017 for the Windows build.


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Re: Neverwinter Nights: Enhanced Edition
« Reply #22 on: December 22, 2018, 03:07:02 AM »
Neverwinter Nights: Enhanced Edition Development Build 8187
21 December - niv

We're shipping a quick pre-holidays development patch for Neverwinter Nights: Enhanced Edition. We're at 8187 now!

Changes
•   We ported keyholing from Android. It is turned ON by default, but can be turned off with a console command (KeyholeToggle) or the setting in nwn.ini. A UI setting will be added before the next stable patch ships.



•   Shaders now support #include. Use with care: It's not a real preprocessor, just a verbatim string replace.
•   We're changing how networking is done in NWN:EE, with the following benefits: Cryptographic server and client identity authentication; full network encryption to prevent traffic snooping - and in the case of public servers via the master, connection hijacking; floating connections (you might be able to IP/port-hop and retain your connection); better use of compression; and no more host/port confusion when connecting multiple times from behind the same LAN.
•   NWSync now cleans up downloaded manifest mappings when getting updates from known servers. It will not remove unreferenced data yet (as desktop users might not want to lose it), but that will come next.
•   NWSync will automatically reconnect you to the server if you are still around after the download finishes (based on keyboard/mouse input detection).

Fixes
•   Performance and memory usage improvements at NWSync startup.
•   History/Favorites have been fixed to once again show what has been saved to the .ini.
•   We fixed the SetName and SetHiddenWhenEquipped script commands not reliably updating all clients.
•   We fixed some doors becoming unclickable after having been destroyed, despite having a scripted transition present.
•   We fixed the script compiler sometimes confusing functions where the full name of one is a prefix of the other ("Action" <-> "ActionTwo").
•   We fixed module content (hak, tlk, nwsync) not properly unloading when disconnecting from a server.
•   We fixed a bug where resources were indexed twice when loading a module, resulting in prolonged load/connect times.
•   We fixed an issue where sending visual transforms or material updates for creatures only seen on the party bar, but not yet in an area, crashed clients.

Known Issues
•   Relay network functionality is not yet functional for this new patch. This will not impact connectivity, unless both server and client are behind very restrictive NAT.


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Re: Neverwinter Nights: Enhanced Edition
« Reply #23 on: January 31, 2019, 03:07:20 PM »
New shader pipeline for #NeverwinterNights: Enhanced Edition that will eventually debut in the new renderer.


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Re: Neverwinter Nights: Enhanced Edition
« Reply #24 on: August 11, 2019, 11:55:30 PM »
Neverwinter Nights: Enhanced Edition Development Build 8188
6 Aug @ 7:28pm - niv

Hello everyone!

This development patch brings in a features that lay the groundwork for a followup patch to the stable branch.

We are releasing this to the dev branch now so that you can help us test it and provide feedback on the direction things are taking. Thus, this patch contains a lot of experimental features with moderate chance for breakage.

Please report any issues you might face on our bug tracker - https://support.baldursgate.com/projects/nwn-ee-public-bugs.

We're aware it's been a long wait since our last patch. Thank you for your patience! We assure you, we are still hard at work on Neverwinter Nights: Enhanced Edition.

Please note that this patch does not represent the full set of features we are working on. Instead, we have split away partial changes so that the community could test and evaluate them while we’re working on other features including the new graphics rendering engine, improved NWSync capabilities, and softening up more parts of the ruleset.

This patch introduces backwards-breaking changes to save games and character files (specifically, the Red Dragon Disciple). Please read the patch notes carefully and make backups of your saves and characters.
Known Issues/Caveats in this patch

•   Networking relays are still nonfunctional. We will have to address further-reaching changes to the network protocol for the upcoming console release. Any related fixes and features, such as better NAT traversal, have been postponed for now.
•   Rendering console text (the yellow debug console) sometimes renders white squares instead.
•   Old CampaignDB files ("CodeBase", "Bioware DB", "FoxPro", etc) remain unreadable (for now, see below).

Features

•   Both client and server are now 64bit binaries. We do not provide 32bit binaries anymore as of this patch. (The binary directories in the game install are now misnamed; we didn't change this yet but will in a future patch.)
•   Achievements have been added to the Steam release. These are the same as have been available on Android for a while. There is a Debug UI panel that allows you to clear previously-achieved achievements if you’d like to start fresh. Please note that they will remain flagged as Hidden until support for them hits the stable branch.
•   CodeBase (“Bioware Campaign Database”) has been replaced with sqlite3, as the old database code would not work when compiled with a 64bit compiler. Moving forward, we will be writing new, minimal code to import existing CodeBase entries; but for now, old data remains inaccessible. All new database files end up in the database/ directory in your user home. They have the extension .sqlite3.
•   A debug UI for advanced users to showcase experimental new features and UI scenes has been implemented (Ctrl+Shift+F12 to access).
•   A new configuration system has been put in place. Most client and server config is now stored in a file called settings.tml, instead of nwn and nwnplayer ini.
•   A lot of new configuration keys have been added, too numerous to list here.
•   Configuration will be imported from ini files. Once imported, the .ini will not be written anymore (but left in place in case you want to go back to a previous build).
•   All configuration keys can be overridden via ENV variables (useful for automated server setups), like so: NWN_CONFIG_SET_key, where key is the fully-qualified configuration key.
•   Some configuration still remains in .ini files; these will be migrated as we go along.
•   The .tml file is in TOML format and has a full schema embedded for better introspection and tool-based editing.
•   The debug UI offers access to the full new configuration system.
•   Networking/Crypto: Servers can now have fixed identities that persist between restarts. This identity is stored in a file named “cryptographic_secret” in the user home. Leaking this identity allows others to impersonate your server, much in the same way as leaking a private CD key. Favourites and History storage will now use server identities if available, so that floating IP/port servers can be found again easily.
•   The game now defaults to windowed mode (instead of exclusive fullscreen) on new installs.
•   The game will now remember the window position between restarts when in windowed mode.
•   A simple frame limiter has been added, which can be used to reduce CPU/GPU usage on battery-constrained devices. It is accessible through the Debug UI as explained below.
•   Walking/Running with shift held down is now an invertible config toggle. This is also accessible through the Debug UI.
•   NWSync now automatically purges outdated server manifests, removing stale and unneeded data. Manifests are considered outdated if they are coming from the same server URL and carry the same group_id (see NWSync documentation).
•   NWSync can now download offline modules from preconfigured servers. This is a experimental feature and only accessible via the Debug UI, and requires adding a specially-prepared repository.
•   The debug UI offers to purge unwanted nwsync manifests and all associated data. This will eventually be turned into a more user-friendly UI.
•   Music and ambient sounds are now loaded through ResMan and can thus be in hak and nwsync.
•   The game will now read plain mp3 files (the .bmu extension rename is still required, because this extension is used in all existing resources/haks).
•   The game user home (i.e. Documents/Neverwinter Nights) is now provisioned “development” directory, which detects changes and content is reloaded at runtime. This directory sits at the very top of the resources search path (unlike override/, which is sitting below ERF containers such as HAKs).
•   NB: This content reload only affects resource types that are not cached. For example, it can be used to inject scripts or GFF data, but not replace textures on the fly.
•   ResMan resource management and priorities has been rewritten. The debug UI can show this to you.
•   [Linux/Mac only] The game can now optionally mmap() all core game resources. This speeds up loading times drastically on some systems. This is turned off by default.
•   We have added a script command to JIT-compile and run a chunk of NWScript.
•   We have added functionality that allows attaching UUIDs to objects. These UUIDs are persisted to GFF and can be used by authors to identify items across module restarts, among other use cases.
•   Script calls that serialise/deserialise objects (StoreCampaignObject and CopyObject as of now) can now work with the following object types: Creatures, Items, Placeables, Waypoints, Stores, Doors, Triggers.

Fixes

•   C++: Thousands of cases of undefined behaviour have been addressed. A lot of code duplication has been removed in the process.
•   KTX texture loading order has been fixed.
•   The Load/Save dialogue now properly removes savegames from the resource manager when exiting the UI.
•   GL Render Culling was fixed (i.e. flickering trees and keyholing showing backfaces of geometry instead of punching through).
•   We fixed invalid user savegames being deleted on read errors; for example when erroneously storing savegames in subdirectories, or when AV denies access to reading the .sav.
•   Automatic tangent generation has been fixed.
•   Steam CD key retrieval should be more robust; and in the case of errors, will emit a useful support token that can be used to follow up with Beamdog.
•   A memleak in script evaluation was fixed.
•   SetPhenoType: The constraint condition was too narrow in clamping the phenotype; this has been fixed.
•   SetName() on areas now sends the configured language, instead of English.
•   The rather arbitrary builtin effect icon limit has been removed.
•   Object Visual Transforms: We now send VTs for newly-created doors and placeables. Some inefficiencies in network updates have been removed.
•   Material Shader Params: Some inefficiencies in network updates have been removed.
•   The server now waits 3 seconds before attempting to list with the master, allowing a module to load in non-interactive use.
•   Running a local multiplayer game now should never reject the primary player if the master is unreachable.
•   A case where arturo texture animations failed to animate has been addressed.
•   A bug in the creature serialisation code (for StoreCampaignObject) has been addressed where it would erroneously embed transient object IDs for inventory items, resulting in issues when loading this creature again in a persistent world setting.
•   A nullptr deref crash related to funny/zombie-walking a player was fixed.
•   A nullptr deref crash when clicking placeables without a valid player creature was fixed.
•   A thread race crash during sound system initialisation was fixed.
•   A nullptr deref crash when the server sends a weapon switch request for a creature where the model did not yet load was fixed.
•   A selection of nullptr deref crashes when the server sends a creature update for a non-existing creature were fixed.
•   A case where encounters containing creatures only of the same CR would fail to select the proper amount/difficulty was fixed.

Ruleset

•   classes.2da: New column StatGainTable. This column contains a table that describes ability and natural AC progression per level.
•   Palemaster Natural AC progression has been changed to use this mechanism.
•   Dragon Disciple Natural AC and Ability progression has been changed as well. As a consequence of this change, existing creatures will be stripped of their baked-in modifiers; thus changing characters/saves irreversibly and making them invalid with older game versions. Character changes are tracked in the character file itself: A new field “DataMigration” has been added to the GFF CreatureStats struct to accommodate this. In the interest of transparency, changes made to character files are published in the patch notes, below. If you want to return to a previous game version, make sure to create a backup first.
•   racialtypes.2da: New columns to configure extra skill points and feats at first level.
•   racialtypes.2da: New columns to configure the skill points modifier at first level.
•   racialtypes.2da: New columns to configure Ability Point Buy.
•   racialtypes.2da: New columns to configure normal feat progression.
•   ruleset.2da: New 2da added that contains a set of builtin ruleset defines. These defines were previously hardcoded in the game engine and are now overridable on a per-module basis. No explicit guarantees of functionality are given due to their scope and amount; however we will gladly listen for feedback on what works, what doesn’t work as expected, and what needs changing to accommodate further use cases. We reserve the right to change and remove entries with future patches.

You can find all of these files in the game installation directory, subdirectory ovr/.
Irreversible character data migrations in this patch

•   DataMigration < 1: Dragon Disciple Class:
•   if (level >= 10) STR -= 4;
•   if (level >= 4) STR -= 2;
•   if (level >= 2) STR -= 2;
•   if (level >= 7) CON -= 2;
•   if (level >= 9) INT -= 2;
•   if (level >= 10) CHA -= 2;
•   // Note: Natural AC was already calculated at runtime and not persisted to character data.

New Script Commands

Code: [Select]
// Execute a script chunk.
// The script chunk runs immediately, same as ExecuteScript().
// The script is jitted in place and currently not cached: Each invocation will recompile the script chunk.
// Note that the script chunk will run as if a separate script. This is not eval().
// By default, the script chunk is wrapped into void main() {}. Pass in bWrapIntoMain = FALSE to override.
// Returns "" on success, or the compilation error.
string ExecuteScriptChunk(string sScriptChunk, object oObject = OBJECT_SELF, int bWrapIntoMain = TRUE);

// Returns a UUID. This UUID will not be associated with any object.
// The generated UUID is currently a v4.
string GetRandomUUID();

// Returns the given objects' UUID. This UUID is persisted across save boundaries,
// like Save/RestoreCampaignObject and save games.
//
// Thus, reidentification is only guaranteed in scenarios where players cannot introduce
// new objects (i.e. servervault servers).
//
// UUIDs are guaranteed to be unique in any single running game.
//
// If a loaded object would collide with a UUID already present in the game, the
// object receives no UUID and a warning is emitted to the log. Requesting a UUID
// for the new object will generate a random one.
//
// This UUID is useful to, for example:
// - Safely identify servervault characters
// - Track serialisable objects (like items or creatures) as they are saved to the
//   campaign DB - i.e. persistent storage chests or dropped items.
// - Track objects across multiple game instances (in trusted scenarios).
//
// Currently, the following objects can carry UUIDs:
//   Items, Creatures, Placeables, Triggers, Doors, Waypoints, Stores,
//   Encounters, Areas.
//
// Will return "" (empty string) when the given object cannot carry a UUID.
string GetObjectUUID(object oObject);

// Forces the given object to receive a new UUID, discarding the current value.
void ForceRefreshObjectUUID(object oObject);

// Looks up a object on the server by it's UUID.
// Returns OBJECT_INVALID if the UUID is not on the server.
object GetObjectByUUID(string sUUID);

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Neverwinter Nights Diamond Free

Started by Stardog765Board Games Discussion

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Last post December 05, 2016, 11:35:04 PM
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