Selecting a creature will show its waypoint walking path. Added Autolevelup Package dropdown to Classes tab for Creatures, for use when autolevelling up a creature via scripting.
Fixed a crash when examining object just before area transition, Fixed an ELC problem that was sometimes evident in Epic Levels, Fixed a couple relatively rare crash bugs, Fixed a save/load bug when using a custom talktable file. Added the ability for DMs to spawn in traps on doors/placeables through the creator (and quickbar slots dragged from the creator menu). It will just use the directory that it is being run from.
Terrifying Rage can no longer be dispelled (x2_i0_spells.nss, x2_s2_terrage_a.nss). Fixed another instance of the bug when a DM cancels out of game options screen the difficulty was being set to easy. Fixed Set/Disable Trap synergy bonus not showing up on the character sheet. Added an "Examine" option to the DM's Examine Creature sub-radial menu. When loading a creature, it will no longer load classes that have -1 classID and/or level 0. Fixed memory leak in hak pak attachment in the module properties dialog. Added dm_visualeffect console command. The Conversation Editor saves newlines as just an LF character, instead of a CR+LF. When painting group tiles, tiles that belong to the group are locked (at the center) and those tiles can skip the template verification.
Fixed bug where, if a module could not be opened, the toolset would say that required hak paks are missing even if there are no missing hak paks. Added support for Shiny Water for ATI Radeon users. Added ability to turn off visible cloaks in the nwnplayer.ini file (set to 1 to enable cloaks, 0 for no visible cloaks).
Talking to a villain no longer updates the state of the current plot, although it will still update the cast member conversation state on the villain. NWN2 is based on Dungeons and Dragons version 3.5 (see the SRD) -- as opposed to the original NWN which was based on DnD 3.0.
The SurrenderToEnemies() scripting command now removes wounding effects from the surrendering creature, so that you can talk to them.
It will now display in the current language. The familiar selection screen will no longer display the familiar's current hit points at 0 all the time. Fixed some other issues that could cause effects to not be removed properly from a creature. Door Wizard now sets OnDeath=x2_door_death for new Doors. This reduces the frequency with which the treeview will scroll to the right when moving among the treenodes (the scrolling was annoying). Fixed a bug where character files would be saved out then loaded would sometime be unusable with ghosted inventory items and an inability to act in the game. Fixed polymorphed spell casting via dragging spells to quickbar. This should happen a lot less frequently now. More DM Client fixes for possession, factions, and crashes. Gold can no longer be set to undroppable in the inventory dialog for creatures. Fix to trap feedback messages, before it was reporting success not possible when it actually was possible. (Memorized count not always reducing). The item is now unequipped automatically if you don't have the level required to equip it after losing a level. Allow CreateItemOnObject() to work on item containers. This change allows for 3x3 and larger groups that contain null tiles. Deflect arrows feat now works if either of you hands are free. Screenshots are also now placed in the.
Added support for adding and installing custom .tlk files. Fixed some issues with Tile "time of day" animations. Damage Vulnerabilities on items are now being correctly removed when the item is unequipped. It seems that after quitting and rejoining a multiplayer game, something was getting corrupted, causing your henchman to go hostile.
Therefore, a performance minded scripter will avoid alternating reads between more than 2 2das to optimize use of the cache logic. Darkness Over Daggerford is really good. Wings now use the ENVMAP setting from the new column in the WingModel.2da rather than using the ENVMAP setting from the appearance.2da. Added Hook Hands and Peg Leg armor appearance variations to the toolset.
Extended the scripting command EffectHeal(), so that it now also works on doors and placeables.
This makes it easier to see the effect of armor appearance on AC. Conversation Editor, Script Editor, and Plot Wizard now include warnings if editing or trying to save a resource that already exists in a Hak Pak or in standard game resources. Fixed bug in Conversation Editor where the [END DIALOGUE] indicator on a PC node (and all nodes linking to it) would not disappear after pasting an NPC node under it (either as a link or for real). The game now sorts Community Names alphabetically in the chat portion of the Server Browser area. WARNING! Added Armor Class field to the Appearance tab for armor being edited in the Item properties dialog. Exporting now prompts for a directory and not for each file that you are trying to export. Door Dialog now checks TileSet0, TileSet1, TileSet3 columns in doortypes.2da if the TileSet column does not match the currently open area's tileset. The Meteor Swarm spell can now be scribed to scrolls. Immunity to "Mind Affecting Spells" will no longer make you immune to the Monk's Stunning Fist attack. Fixed an issue with the script compiler that could cause a Stack Underflow error when a switch statement was placed inside a Do/While loop. Some notable patch numbers are the following. Fixed double clicking on a button in the load game menu causing the screen shot to get messed up. Fixed BadStrRef label on the 'Insert Token' menu option when editing conversations. Dungeons and Dragons is a turn based game, and other turn based VRPGs have been around forever. Sneak/Death attacks now properly respect the Pale Master's Deathless Mastery feat. ERF import and export is faster now and uses less memory.
Added a new nwnplayer.ini setting to have the server do some spell validation for spells cast by players. You will need to update your VisualEffects.2da with the additional column, if you use this 2da in your hack pack. DM Party bar will now display Character Names instead of Player Names.
Fixed an issue where new names added to the SavingThrowTable column in the classes.2da were causing the toolset to behave erratically. Mestil's Acid Sheath ) now affect the melee attacker when the attacker hits the creature that has a damage shield (rather than only when they damage the shielded creature). Fixed a bug where if you loaded a module with a hak pack that had a custom creature in it, quit out, then loaded it again it would crash. Fix for in game guis not updating after a character loses a class during a level-down. Fixed a problem with you getting locked into conversation and being unable to successfully start a converstaion with another NPC. Rather than the left hand always having to be free regardless of whether or not you have something in your right hand. Fixed an issue with custom tokens not getting cleared/cleaned-up properly when quitting a module. Fixed the innate spell level for the spell "War Cry" in the spells.2da. Direct connecting as a DM now properly prompts for the DM password. This is to ensure that the creature's OnDeath event fires properly. Added new renderaabb and rendertilepathnodes DebugMode. This will cause the module to be loaded and then starts the module using the first character listed on the premade character select screen. Fixed a bug where references to deleted scripts were not being removed from Conversation files. 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. Plot items will now appear in the Divining Pool if a player logs out of a multiplayer game while in possession of them. fixed crash to desktop due to stack overflow in the store properties dialog when clicking the up/down arrows for the sell markup/markdown values when they contained certain combinations of manually typed in and out-of-bound values. It was developed by Obsidian and published by Atari with the assistance of NWN developer BioWare. You can no longer set traps on objects that are already trapped. Optimized ERF file I/O. Fixed an art bug with filter list on internet page and tweaked chat page also. Bane of enemies feat now does the correct amount of damage. If you recompile a script that uses the old name, you will need to update your script to use the new fixed name.
The item properties "Immunity: Specific Spell [Gaze Petrification/Touch Petrification/Breath Petrification]" now work properly against monster petrification effects (x0_i0_spells.nss). Toolset will try to use only temp0, not any of the higher numbers. Fixed "Full Plate +4" appearing instead of "Building Module..." on the Build Module progress bar. Fixed an issue with server vault saves causing various problems for shifted characters.
ELC is now always turned off in single player games. Changed representation of current area's treenode in the area treeview. Fixed a display issue with the Henchman stealth mode/spell mode radial menu options.
Fixed the history page so it will show servers on same IPs but different ports. Made some fixes to prevent game/character hacking. There are no new Trident specific weapon feats associated with Tridents at this time (BaseItems.2da). Bad characters will end up as ghosts on the server. Fixed an issue with SetLockUnlockDC() and SetLockLockDC() being reversed in nwscript.nss. Fixed minor bug with Preview Window layout cutting off information for triggers. Added 7 scripting commands. Added random facing button to the toolset. Fixed a problem where creatures in a crowded location would sometimes appear on the wrong side of a door when loading a saved game. It now allows the game to do proper Death Immunity checking. ie: portal seamlessly to passworded server with no password specified fails. Added custom grass texture support to the tileset set file.
Fixed crash that could occur when damaging people who are pretending to cast a spell.
Creature Wizard and Creature Dialog allows up to level 60. Fixed a crash when calling unpossess familiar when you weren't possessing. Added a confirmation box to the DM "Jump All Players to Point" feature. DMs will now be included in Attack, Damage, and Death messages as if they were a member of the party, Fix so that you can't send a DM possessed creature into Limbo.
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