Edition Platinium et patch 1.64

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L'édition platinium de NWN a été confirmée par Atari ainsi que sur le site de BioWare. Il s'agira d'un pack regroupant NWN, SoU et HotU. Celui-ci sera en version 1.63, qui ne correspond en fait qu'à la version 1.62 avec quelques modifications sur les campagnes.

Il semblerait que le patch 1.63 ne sera pas disponible pour les personnes n'achetant pas le pack platinium et sa version beta tant attendue sera remplacée par celle du patch 1.64. Derek French espère que celle-ci sera disponible vers le 13 août (cependant cette date n'est qu'une approximation de sa part).
En fait, cela ne changera rien pour les joueurs et concepteurs car lors du passage de la version 1.62 à la version 1.64 ils bénéficieront automatiquement des modifications apportées dans le patch 1.63.

Bonne lecture.
Le patach 1.63 est mort ... Vive le patch 1.64 !
Je confirme

Cette version corrige de vieux bugs connus et est assez intéressante.

Elle facilitera grandement la vie des MDs

voici la liste des modifications apportée par ce patch

Citation :
Code:
1.64 Beta 1 for Original NWN, NWN: SoU, and NWN: HotU 
Release Notes:

WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 1.64 TOOLSET ARE TAGGED AS REQUIRING VERSION 1.63 OR HIGHER OF NEVERWINTER NIGHTS GAME OR TOOLSET.

IF YOU DON'T WANT TO BRAND YOUR MODULE AS 1.63 THEN DO NOT EDIT YOUR MODULE IN THE VERSION 1.64 TOOLSET.

IF YOU WANT TO GO BACK TO 1.61, WE WILL HAVE A 1.64 TO 1.62 PATCH AVAILABLE.

  • Game :
  1. Original Campaign: Fixed an issue with Sharwyn not using her Bard Song ability (this should not affect Sharwyn in HotU).
  2. Original Campaign: Chapter 2 - The scene at the Pinnacle of the Host Tower should now always fire properly, no matter what.
  3. Original Campaign: Chapter 2 - Lenton isn't as busy as he used to be (you can now talk to him again).
  4. Original Campaign: Prelude - Fixed a minor error that could occur under specific circumstances when opening a certain chest.
  5. HotU: Chapter 2 - Fixed an issue with the teleporter to the Grand Hall in Zorvak'Mur, as it wasn't working properly under a specific set of circumstances.
  6. HotU: Chapter 3 - Fix to a rare bug in the Windswept Battlefield area where the 'boss' creature wouldn't spawn in properly, which made him somewhat difficult to kill.
  7. HotU: Chapter 3 - When the game ends, we now remove the non-droppable (cursed) flag from all items before doing the final export of the character. This is so that when you take the character into another module, you can drop items such as the Relic of the Reaper. - If you already have a character who can't get rid of the Relic (or another item), you can do the following (in single player) - in the chat bar, type: ##DebugMode 1 ##runscript nw_itemreset ##DebugMode 0 - If you use this script so that you can drop an item which is part of the module you're currently playing, don't be surprised if the game breaks later on (because the module will expect you to have the item). Only use it to get rid of items that have been stuck to your character from other modules.
  8. Fixed problem with shifters losing their merged item properties while in shifted form after a server save occurred, and when switching directly from one form to another using the radial menu.
  9. Fixed a problem where unpolymorphing could sometimes leave you walking around just fine while you have zero or less hit points.
  10. Fixed a bug that could cause some visual effects to be displayed on your character forever. Most often reported occurrence of this problem was the green paint effect from the goblin archers in the HotU official campaign.
  11. Fixed some other issues that could cause effects to not be removed properly from a creature.
  12. Fixed some issues with the Red Dragon Disciple not getting the proper hit die rolled at level up.
  13. Fixed problem with characters becoming illegal if they multiclassed to a wizard, but their intelligence was too low to even cast cantrips.
  14. Devastating Critical now works with bows.
  15. Fixed a problem with the PaleMaster's Deathless Vigor feat not always giving the correct hit points.
  16. Fixed an issue with the hit points displayed on the level-up summary screen if you just took the toughness feat during your level-up.
  17. Fixed the dispel magic text message feedback. It wasn't always displaying the correct spell names.
  18. Fixed a problem where some quickbar tooltips were not getting cleared properly when the quickslot became empty.
  19. The familiar selection screen will no longer display the familiar's current hit points at 0 all the time.
  20. The game no longer displays the "Experience Points Gained:" message when the experience points gained was 0.
  21. Fixed some memory leaks.
  22. Lootable corpses won't be stripped of items until after the corpse has been looted by a player.
  23. Fixed a problem with the wrong message being displayed if you tried to load a module that required one of the expansion packs to use and you didn't have the required expansion pack installed.
  24. Fixed a problem with the experience point penalty not always being calculated properly for multiclass characters that had taken a prestige class.
  25. Fixed a problem with custom portraits showing up on your party bar as a white box until the player using the portrait entered the same area as you.
  26. Fixed a problem with Whirlwind Attack data sometimes being incorrectly sent to players in other areas.
  27. Fixed a problem with the Age/Deity information getting lost when you edited an existing character using the "Customize Character" feature.
  28. EffectDispelMagicBest() now takes into account the level of the creator of the spell that it is trying to dispel for determining whether the spell is actually dispelled successfully or not.
  29. Fixed item properties "Immunity: Damage Type Positive Energy" and "Immunity: Damage Type Negative Energy"
  30. Fixed issue where, if you lost a level and no longer had the required level for an item that you had equipped, your character would become illegal. The item is now unequipped automatically if you don't have the level required to equip it after losing a level.
  31. Fixed an issue with non-hostile actions (e.g. rest) getting canceled when someone joins your party. Made some changes so that not all hostile actions (i.e. attacks and spells) get canceled when a someone joins your party. Some hostile actions will still be canceled when someone joins your party (and all attack/spells actions directed against other players) which is the intentional behavior.
  32. Fixed a problem with the OnStoreClosed scripts not working in saved games.
  33. Fixed a couple of problems that could make your inventory items disappear when opening your inventory. One was related to having a placeable container open and then bringing up other panels (e.g. your spell book) that caused your inventory panel to close.
  34. The second involved possessing/unpossessing a familiar while your inventory was open. Hopefully that's the last of the disappearing inventory problems.
  35. Fixed a problem where, if you saved and reloaded a game while in defensive stance, you could no longer move.
  36. Fixed a problem with the remaining number of feat uses for some prestige classes not being calculated correctly when loading a saved game.
  37. The Epic Fire Trap item in the standard item palette now has the correct icon.
  38. Fixed some saving throw text feedback weirdness with some "On Hit" item properties. Affects Slay Racial Group, Slay Alignment, and Slay Alignment Group item properties.
  39. Fixed an issue where clicking "Cancel" in the game options menu wouldn't properly restore your orignal "Hide Secondary Story Tiles" setting.
  40. Fixed some issues with head turning. Creatures will no longer turn their heads to look at cutscene invisible players. After going through an area transition, NPCs will now still turn their heads to look at players.
  41. Fixed crash caused by calling TriggerProjectileTrap() with SPELL_MELFS_ACID_ARROW specified and origin was a static placeable object.
  42. Fixed a problem where clients wouldn't play the spell casting sound if the character casting the spell had the Automatic Silent feat, regardless of the level of the spell that was being cast.
  43. Fixed a problem with the "Automatic Still" feat not working correctly with sub-radial spells (e.g. Shadow Conjuration).
  44. Fixed a problem with no longer being able to sit in a chair if you had previously destroyed an object while that object was still sitting in the chair.
  45. Red Dragon Disciple wings will now be properly removed on level down.
  46. The Cloud of Bewilderment scroll item now has the correct description.
  • DM Client :
  1. Added ability for DMs to create items directly inside placeable containers (e.g. chests) using the creator. Choose the item to be created in the creator and then target a placeable to have the item created directly inside the placeable.
  2. If you drag a "Create <thing>" item from the creator menu to your quickbar, it will now give you useful tooltips for all your DM Creator Quickbar buttons (this will NOT retroactively add the new tooltips to existing DM quickbar buttons). There are also new quickbar icons for the different major categories (i.e. placeables, items, triggers and encounters).
  3. DMs can now move undroppable items between a player's inventory and their own inventory and they can drop undroppable items now too.
  4. DMs can now use items on their quickbar while possessing creatures with full powers (i.e. if the item is in the DM's inventory, but not the creature's inventory).
  5. DMs can no longer force rest other DMs.
  6. DMs can no longer jump other DMs around.
  7. Fixed some issues with loading saved games that were saved while a DM was possessing a creature. This could lead to a number of different symptoms such as: DMs getting stuck inside creatures and not being able to unpossess them; DMs not being able to possess creatures that they should be able to possess; creatures disappearing entirely from the saved game; or the server crashing.
  8. Disabled the ability to polymorph while possessing a creature since doing this would wreck your game.
  9. If a DM gave more gold to a player than the player could carry, the feedback message was indicating the wrong amount of gold gained.
  10. Fixed a bug where you sometimes couldn't drag items onto your quickbar anymore after
  11. DM possessing/unpossessing creatures.
  12. DMs no longer broadcast "DM uses <item>" messages to other players when using an item in their DM's inventory. If possessing a creature and using an item from the possessed creature's inventory, then a message will still be broadcast as usual stating "<creature name> uses <item>".
  13. Fixed a minor issue where you could hear the DM's footsteps for a few seconds after they disappeared.
  • Neverwinter Nights Aurora Toolset :
  1. Added the new SetSkyBox() scripting command. Please look in the toolset for more information.
  2. Added GetPhenoType() and SetPhenoType() scripting commands.
  3. Added SetFogColor() scripting command.
  4. The scripting command GetDamageDealtByType() now works with DAMAGE_TYPE_SONIC.
  5. Clarified function comment for CreateItemOnObject().
  6. Fixed GetCreatureHasTalent(). This scripting command was causing a stack underflow error.
  7. Fixed the scripting commands EffectDispelMagicBest() and EffectDispelMagicAll() These scripting commands will now use the passed in nCasterLevel parameter. Also, you now no longer need to specify a parameter, in which case these commands will cause the dispel effect to use the level of the creature creating the dispel effect instead. The fixes to these two scripting commands also fixes some existing problems with the Lesser Dispel, Dispel Magic, Greater Dispel, and Mordenkainen's Disjunction spells.
  8. Fixed crashes caused by using the scripting commands GetFactionBestAC(), and GetFactionWorstAC().
  9. Fix to the scripting command DecrementRemainingSpellUses() to make it work correctly with Cleric Domain Spells.
  10. Fixed crash caused by calling RetrieveCampaignObject() when the object being retrieved was gold and the gold was being acquired by a creature.
  11. Fixed problem with ResistSpell() scripting command not working correctly when used with Cleric Domain spells and sub-radial spells in combination with spell absorption effects.
  12. Fixed problem with GetTransitionTarget() scripting command returning a random valid object ID if the destination on the trigger did not exist. It will now return OBJECT_INVALID in this case.
  13. Fixed problem with GetObjectByTag() not returning OBJECT_INVALID if you passed in an empty string.
  14. Fix to scripting commands ActionCastSpellAtObject() and ActionCastSpellAtLocation() to make them work with sub-radial type spells.
  15. Fix to make the GetEffectCreator() scripting command work with effects created through the scripting commands EffectSpellFailure(), EffectTurnResistanceIncrease(), and EffectTurnResistanceDecrease().
  16. Fixed value of ACTION_RANDOMWALK constant in nwscript.nss.
  17. Fixed a problem with the Scripting Wizard used by the Conversation Editor, where it could use an incorrect constant when checking for certain prestige classes.
  18. Fixed crash in scripting command GetReputation() when an invalid type of object was passed in.
  19. Fix to scripting command GetRacialType() to correctly return RACIAL_TYPE_INVALID when an invalid object or a non-creature object was specified.
  20. Fix to the scripting commands GetNearestObjectToLocation() and GetNearestCreatureToLocation() in order to make them more consistently return the nearest object.
  • Scripting-specific :
  1. Made a fix to the shifter manticore spike attack so that it is properly signaled as a hostile action.
  2. The shifter's epic gargoyle form now has proper creature items equipped.
  3. The shifter/druid epic dragon form has now a more epic creature hide equipped.
  4. Fixed a problem where, under certain circumstances, a henchman could not be rehired after removing them from the party with the radial menu option. This would result in the henchman saying they were "here with someone else," when in fact they were not working for someone else.
  5. Dwarven Defenders can now take the Two-Weapon Fighting feat.
  6. Fixed a small bug with some spells that applied damage to multiple enemies.
  7. Fixed a bug with shapeshifting where item properties on an equipped tower shield would be lost while in shifted form.
  8. Fixed a bug with some crafting cost calculations.
  9. Fixed a rare issue where it was possible that when being healed at a temple, the Wounding effect would not be removed.
  10. Fixed minor bug with monster petrification attacks.
  11. Made the Sea Hag's Horrific Appearance ability a "Supernatural" effect.
  12. Fix to henchman level-up scripting. At very high levels, a certain henchman was not leveling up correctly.
  13. Fixed a minor bug that occurred when the player cast resurrection spells on their living henchmen.
  14. The spell Phantasmal Killer now respects creatures that are immune to mind-affecting spells a bit better (nw_s0_phankill.nss).
  15. The spell Tasha's Hideous Laughter now respects creatures that are immune to mind-affection spells a bit better (x0_s0_laugh.NSS).
  16. Fixed a minor bug with the Web spell.
  17. Made a fix to the XP2 shapechange feats so that NPCs are able to use them.
  18. Made a fix to tangle traps, so that they use the correct saving throw type.
  19. Made a fix to the IPGetHasItemPropertyOnCharacter() function, which is a part of the x2_inc_itemprop.nss include file.
  20. Fixed epic-level damage bonus for Divine Wrath ability.
  21. Fixed saving-throw-adjusted damage for the Sunbeam spell.
  22. Fix to bardsong bonuses for epic-level bards.
  23. Made a fix to the damage calculation on the breath weapon for the epic-level Dragon Shape ability.
  24. Fixed a bug with the Magic Vestment spell where the duration of the visual effect differed from the duration of the actual effect.
  25. Druids can now properly scribe Shapechange scrolls.
  26. Fixed a bug where the Endurance spell couldn't be scribed.
  27. Added spell hook to Endurance spell nw_s0_endurce.nss
  28. Fixed the bug where Blackguards' Summon Fiend ability would summon in a Vrock starting at level 10, instead of level 9.
  29. Fix to the Shadowdancer ability Shadow Evade - it was not calculating the bonuses properly for Shadowdancers of levels 11 through 14.
  30. Fix to the Doom spell. To negate the effects, the target needs to make their saving throw OR resist the spell, they shouldn't need to do both.
  31. The Meteor Swarm spell can now be scribed to scrolls.
  32. Performed some minor cleanup on a number of character class packages.
  33. Fixed a problem with frost and acid_splash traps changing types (IPRP_TRAPCOST.2DA).
  34. Made some small optimizations to various portions of the generic scripts.
  35. Fixed typo in tde01_edge.2da that caused doorway edge tiles in the dungeon tileset to not be displayed correctly in game.
  36. Raised DC's for epic traps as they were too low previously.
  37. Fixed a bug in the ambient animation system (x0_i0_anims).
  38. Fixed a bug with the Chain Lightning spell (was not capped properly).
  39. Fix to the spell Stinking Cloud. It was not respecting poison immunites correctly.
  40. Fixed a problem with creature poison attacks.
  41. Fix to Bigby's Crushing Hand and Bigby's Grasping Hand spells. Immunity to paralysis should not make you immune to these spells.
  42. Fixed size category for a few appearance types (Pit Fiend, Harpy, Bone Golem, Demon Flesh Golem).
  43. The Banishment spell now kills the creature instead of simply destroying the creature object. This is to ensure that the creature's OnDeath event fires properly.
  44. Made a fix to the damage cap on the Darkfire spell.
  • Custom Content :
  1. Added new column to VisualEffects.2da "OrientWithObject" that will cause the visual effect to take on the orientation of the object that it is attached to. This was previously hard coded for the colored back flags that were used in Contest of Champions, but this functionality is now available for custom created visual effects as well by setting the value in this column to '1'. You will need to update your VisualEffects.2da with the additional column if you use this 2da in your hack pack.
  2. Added a new visualeffects.2da entry for use with tile magic (Row 511).
  3. Soundset.2da will now work correctly when placed inside a hak pack.
  4. Added support for 8 new custom animation types: ANIMATION_LOOPING_CUSTOM3 ANIMATION_LOOPING_CUSTOM4 ANIMATION_LOOPING_CUSTOM5 ANIMATION_LOOPING_CUSTOM6 ANIMATION_LOOPING_CUSTOM7 ANIMATION_LOOPING_CUSTOM8 ANIMATION_LOOPING_CUSTOM9 ANIMATION_LOOPING_CUSTOM10 Note: None of the current BioWare creatures use these new custom animation types, they have been added for use by custom content creators.
  5. Added more tile path nodes of types f, g, h, i, j, k and l (lower case L) for custom tile set support. TYPE g TYPE h --------- --------- [ | | | ] [ | ] [ | | | ] [---+-+ ] [-+-+ +-] [----/+-] [ | | | ] [-+ | | ] [ | | | ] [ | | | ] --------- --------- TYPE i TYPE j --------- --------- [---+---] [---+---] [ | ] [ ] [-+ | +-] [-+ +-] [ | ] [ ] [---+---] [---+---] --------- --------- TYPE k TYPE f --------- --------- [ | | | ] [ | | | ] [-+ | | ] [ | | | ] [---+ +-] [-+ + +-] [-+ | | ] [ | | | ] [ | | | ] [ | | | ] --------- --------- TYPE l --------- [ | | | ] [-+ | +-] [---+---] [-+ | +-] [ | | | ] ---------
  6. Increased the limit on the number of tilesets that the game can use in a module from 24 to 50.
  • 2DA Files Changed in this Update :
appearance.2da cls_feat_dwdef.2da cls_feat_sorc.2da des_crft_appear.2da des_crft_scroll.2da iprp_spellcost.2da iprp_trapcost.2da polymorph.2da spells.2da surfacemat.2da visualeffects.2da NOTE: BOTH the 'patch' and 'uninstall patch' for your language are required:
Hey Chandler, t'aurais pu garder les lignes blanches de séparations pour aérer le texte.
C'est illisible ... remets quelques blancs pour bien séparer les différents paragraphes.

EDIT: Merci Chandler
Le 1.63, c'est comme le 1.64 mais avec seulement les corrections aux campagnes solo.
Ou plus exactement, çà n'est que la partie campagne solo des corrections du patch 1.64.

Donc on peut penser qu'un utilisateur 1.63 pourra jouer online sur un module 1.62
J'ai qd même noté dans ce fouillis total, que le RDD ne sera plus immunisé aux sorts de Bigby (les 2 qui paralysent). De plus comme c'est l'immunité à la paralysie qui ne fonctionne plus contre ces sorts, on peut supposer que liberté de mouvement ne marchera plus non plus.

Je pense que les mages vont bien rigoler avec ce patch.

Sinon, pas mal de corrections intéressantes, mais je pense qu'ils ont en oubliés quelque uns.

exemple: les ailes de RDD disparaîtront maintenant en cas de perte de level. C'est bien, mais il y a un bug que j'ai eu dernièrement, mon RDD niveau 10 qui perd un niveau, conserve son bonus de +4 en force et en charisme. Et quand il le regagne, il accumule a nouveau ces 2 bonus, soit +8 en force et +4 en charisme. J'espére que ça vient de moi, car je n'ai pas vu ce bug dans la liste des bugs corrigés.

Pas vu non plus de corrections sur les bugs des dons épiques.
Citation :
Publié par TiTiJe
Le 1.63, c'est comme le 1.64 mais avec seulement les corrections aux campagnes solo.
Ou plus exactement, çà n'est que la partie campagne solo des corrections du patch 1.64.

Donc on peut penser qu'un utilisateur 1.63 pourra jouer online sur un module 1.62
Rien n'est moins sûr. Lorsque Bioware sort deux patch à la suite comme c'est le cas ici, sur la page de présentation du bêta-test, on ne trouve que les corrections apportées par le dernier patch, pour voir les correction du patch précédant, il faut aller dans le lisez-moi du patch, il se trouve que dans la majeure partie des cas le patch précédant apporte des corrections sur une bonne partie de l'ensemble et pas uniquement sur les campagnes.
C'est sans doute pour cela que l'on ne peut voir aucune modification de la partie épique qui est pourtant relativement bien buggué.
Le patch 1.64 beta 2 est sorti (il est récupérable au même endroit que le précédent).
Voila une liste des corrections qui auraient été apportées à la beta 1
Citation :
- 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.
- Added a new Sub Net Profiling system (which logs bandwidth usage). To activate it, go to nwn.ini and in the [Game Options] section add in "Enable SubNet Profiling=1". A log file called SubNetProfile.log will be created in your root Neverwinter Nights directory once the game/server shuts down.
- Added new "Max Memory Usage" ini setting to [Game Options] in the nwnplayer.ini file. This allows you to set the amount of available memory (in Megs) that the game will use for caching resources in memory. Adding more memory for the cache may improve performance up to a point, after which increasing the cache size any more most likely wont do much. Your mileage may vary.
- Fixed an issue that could cause the game to crash under certain circumstances when the player entered cutscene mode while their character was able to level up.
- Fixed an issue that was causing the "Greater Shadow Conjuration Web" spell to have a DC of 127. Should also fix the DC for other spells that also appear on a sub-radial menu.
- Made some optimizations to the game's resource caching system.
- Made several game stability fixes.
- Fixed a crash related to switching areas after trying to place corridors on top of a group.
- Made a fix to the damage healed by the spell Nature's Balance.
- Made a fix to the empowered damaged caused by the spell Slay Living.
- Undead are no longer immune to the blindness effect from the spell Sun Burst.
- Fixed some issues with spell mantles stacking when they shouldn't.
- Fixed a problem with the damage calculated for the cloud kill spell.
- Fixed the way the BAB increase was being calculated for the spell Divine Power.
- Protection from Spells can now be extended properly.
- Changed the duration of the spell Magic Weapon to match the in-game description.
Les version localisés sont en cour et on peut espérer un patch 1.64 beta 2 VF pour la semaine prochaine.
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