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Inizio Indice del forum Neverwinter Nights 2 NWN2: General discussion forums for NWN2 (No Spoilers Allowed) NWN2 Patch 1.22 is Available!
NWN2: General discussion forums for NWN2 (No Spoilers Allowed)
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Rob McGinnis
Assistant Producer

Registrato il: 02 nov 2006 |
Inviato: mercoledì, 25 febbraio 2009 09:14 |
[NOTE: Beta Patch Users Must revert to Official 1.21 level BEFORE installing the Official 1.22 Patch!]
Neverwinter Nights 2 Game Update 1.22 English BETA Patch Notes - December 19, 2008 Bug Fixes General • Spell focus feats are no longer available for Warlocks during character creation or level-up • The class description of Stormlord has been changed to reflect the skills available. • Weapon switching has been enabled for enemies, but not party members. • Fixed an issue that allowed players to get the dinosaur companion for free. • The item "Stone of Alarm" will now work as intended. • Yuan-ti Purebloods now gain Alertness and Blind-Fight instead of Snakeblood, per PnP rules. Race description has been altered accordingly. • The Flurry of Blows feat description has been altered to more accurately reflect which weapons can be used to gain the benefit of this feat. • The Default Swashbuckler package will no longer choose Luck of Heroes at level 1. • Familiars will always follow their masters, unless told to stand their ground. • Fixed an issue that caused the 2d/3d bias option setting to not save. • "Alchemist's Fire" will now add a damage bonus when applied to a weapon • The Eldritch Lore feat description has been revised to reflect that its use is automatic, not selected. • The Favored Soul and Spirit Shaman classes now work properly for Storm of Zehir owners that do not have the Mask of the Betrayer expansion installed.
Toolset & Custom Content • Fixed an issue that was causing conversations to abort when no speaker is designated (the PC was designated as the speaker by default). • A single TLK file is now required for custom content and module building. It must have a TLK extension to be seen by the toolset and the game. • Two new module properties are available to designate a module as needing NX1 (Mast of the Betrayer), or NX2 (Storm of Zehir). • The Ooze class has been enabled in the toolset. Scripting • DespawnRosterMember() will no longer cause a crash when used. Multiplayer • Action queues will no longer be cleared when a player toggles hostile/friendly in the player list. (In process). • Adjustments have been made to WASD to decrease network traffic.
Spells • Animate Dead now randomly summons a 5 HD skeleton or zombie warrior. • Create Undead now randomly summons an 11 HD mummy, wraith, or ghast. • Create Greater Undead now randomly summons a 15 HD vampire fighter or warlock, but only for 1 round/level to prevent it from being too powerful. • The druid elemental wildshape form will now properly categorize the druid as an elemental. • The Polymorph spell's gargoyle form will now properly categorize the caster as a monstrous humanoid. • The Shapechange spell's nightwalker form will now properly categorize the caster as undead. • Aura of Glory will no longer apply Charisma bonus to party members • Cacophonic Burst: damage applied to first target won't be used when calculating damage to other targets (will roll damage separately for each target) • Cacophonic Burst: will be properly maximized if having caster level below 15 (will not do full 90 points of damage anymore) • Made adjustments to the number of enemies that Chain Lighting will affect. • Made adjustments to the number of enemies that Wail of the Banshee will affect. • Fixed Cloud of Bewilderment, so the Empower and Maximize metamagic abilities properly increase duration of effects on the target. • The constitution damage of the Cloudkill spell now stacks properly and can no longer be dispelled. • Color Spray: Blindness will no longer affect creatures immune to mind affecting spells. • Color Spray: Will no longer trigger a spell resistance check on caster in some situations. • Fixed Curse of Impending Blades (including Mass version), so it will check for spell resistance properly. • Fixed Delayed Blast Fireball, so only enemies can trigger explosion. • Fixed Doom, so saving throw isn't rolled if spell is blocked by spell resistance or immunity. • Fixed Extract Water Elemental, so only non-living creatures are immune to it (Constructs and Undead), and not everyone who has immunity to Death magic (just like Horrid Wilting). • Fire Storm is now capped properly at 20d6 damage. • Fixed Flame Weapon, so it doesn't cancel out spells or abilities that add non-fire elemental damage to the weapons. • Glyph of Warding spell will now check for spell resistance. • Glyph of Warding spell will now allow a Reflex save for half damage. • Glyph of Warding spell will now be properly affected by Empower or Maximize metamagic abilities. • Glyph of Warding spell will no longer affect creatures outside its area of effect (vfx_persistent.2da change). • Fixed Haste (including Warpriest version), so it can affect proper number of allies (enemies won't be counted anymore). • The Jagged Tooth spell will now work when used on magical beasts or dragons (Dragon Companion and Druid epic wildshape forms included). (Work in progress - does not affect dragon companions). • The Magic Fang spell will now work when used on magical beasts or dragons (Dragon Companion and Druid epic wildshape forms included). • The Greater Magic Fang spell, will now work when used on magical beasts or dragons (Dragon Companion and Druid epic wildshape forms included). • Critical hits from the Meteor Swarm spell will now double fire damage, not just blunt damage. • Creatures immune to critical hits will no longer receive doubled damage on critical hits from a Meteor Swarm spell. • Mind Fog will now properly check for spell resistance. • Remove Fear now properly removes shaken effects caused by fear auras. • Fixed Shades (Self), so that depleting damage reduction won't end its other effects. • Critical hits caused by the Shocking Grasp spell will now be calculated properly. • The Solipsism spell will now bypass paralysis immunity. • The Solipsism spell will no longer be removed by spells that cancel paralysis. • The Solipsism spell will be removed by Greater Restoration or the Mind Blank line of spells. • The visual effects of the Solipsism spell have been changed. • Stone Body, will no longer add electricity immunity, if same is already applied by the Stormlord class (prevents a bug with getting no immunity at all). • The Storm of Vengeance spell will now calculate damage for each affected creature. • The stun effect of the Storm of Vengeance spell is now removed properly if a target successfully saves. • The effects of the Swamp Lung spell will no longer stack. • The Tortoise Shell spell is now properly capped at 20th level (+9 bonus to AC).
Creature Abilities • Fixed the Angel Protective Aura used by Planetars and Solars, so it affects all his allies. Also, it will give proper +4 bonus to saves and AC. • Fixed Blindness/Deafness spell-like ability of Deep Gnome, so it has consistent save DC (always Cha based, with +4 racial modifier). • Fixed Dragon Breath for all Dragons (including companions), so that damage is rolled for each target, instead applying the same value to all targets. • Fixed Dragon Breath for Black Dragons, so it won't affect targets outside the "line of effect." • The visual effect for the dragon companion's breath weapon will now display properly. • The dragon companion's breath weapon will now have a proper save DC. • The dragon companion's breath weapon damage output has been adjusted. • The damage caused by the fire genasi's Reach to the Blaze ability has been adjusted. • The water genasi Shroud of Fog ability will now affect creatures with spell immunities.
Class Abilities • Fixed Dragon Breath ability of Red Dragon Disciples, so that damage is rolled for each target, instead applying same value to all targets. • Fixed Favored Soul and Warpriest Haste ability, so it affects multiple targets correctly if targeted on caster himself. • Fixed the Warpriest Implacable Foe ability, so it will not trigger attacks from companions if allied NPCs get affected by it.
Campaign Fixes (Spoilers beyond this point) Neverwinter Nights 2 Campaign Fixes • Fixed an issue that was causing a crash when exiting the Sunken Flagon. • Fixed various conversation issues in the Skymirror area. Storm of Zehir Campaign Fixes • Reduced the spawn rate and maximum number of encounters on the overland map. • The NPC Redfeyer will no longer simply sing in combat. • The difficulty of the Priory of the Depths puzzle has been adjusted. • Losing the deed to Parrum's Rock will no longer block quests. • Resolved an issue where the Team Rush feat would cause the game to crash on module transition. • Fixed an issue that caused Adreum to repeat his conversation. • Fixed various text and misspelling issues in conversations and quests. • Fixed a sequence issue with the "Wrath of Umberlee" quest. • Fixed an issue that was causing the quantity of trade bars being carried to be misreported. • Fixed an issue that was causing the players' demise to be reported prematurely. • Fixed various issues with the Priory of the Depths puzzle. • Septimund has been made unkillable in Port Llast. • Fixed an issue that caused the undead to remain in Port Llast after you raise the army of the dead. • Fixed an issue that was causing certain conversations to be presented as cutscenes. • Players can now access rare resources stored in the warehouses. • Septimund should now have the proper level. • Fixed an issue with unlimited loot in some areas. • Fixed an issue that allowed the scrying orb to give unlimited XP. • Creature parts are no longer forced into the bounty bag and must be manually placed. This only applies to any new creature parts the player picks up. Existing parts in inventory still suffer under the old blueprints. • Fixed issues related to customizing a character's package in the party editor. • Fixed a sequence issue with the "Price of a Song" quest. The quest will now update properly. • Chir's familiar will no longer be nameless. • The NPC Soraevora has been improved. • The "Shipwreck Survivor" epithet feat is now granted to all player-made characters.
SoZ Crafting • Sound effects have been added to crafting _________________ Don't let your life be about the donuts!Edited By dunniteowl on 03/21/09 13:27 |
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dwarvendervish
Game Owner
NWN 2 NWN 2: MotB NWN 2: SoZ
Registrato il: 12 lug 2007 |
Inviato: mercoledì, 25 febbraio 2009 09:19 |
Great to have the new patch, but there is a problem, as discussed here:
Click Here |
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Moirnelithe
Game Owner
NWN NWN 2 NWN 2: MotB NWN 2: SoZ
Registrato il: 19 nov 2008 Da: right behind you... |
Inviato: mercoledì, 25 febbraio 2009 09:37 |
Patching File UI \default \chargen_appearance.xml An incorrect version of the file was found on your system. The update was unable to complete, since the file contents were incorrect.
For assistance, please visit Atari's support web page. http://www.atarisupport.com The patch has been aborted
oO
The file chargen_appearance.xml doesn't seem to exist on my hdd, there is a ig_chargen_appearance.xml only in that directory, what should I do?Edited By Moirnelithe on 02/25/09 21:45 |
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exorzist
Game Owner
NWN NWN: SoU NWN: HotU NWN 2 NWN 2: MotB NWN 2: SoZ
Registrato il: 02 lug 2002 |
Inviato: mercoledì, 25 febbraio 2009 09:47 |
no problems here installing ... _________________ Sexy Dragon Age Origins Blog ---------------------------- http://greywardens.com Join us! http://twitter.com/greywardens ---------------------------- 2nd place Warden's Quest in London Proud Member of Team BioWare |
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Moirnelithe
Game Owner
NWN NWN 2 NWN 2: MotB NWN 2: SoZ
Registrato il: 19 nov 2008 Da: right behind you... |
Inviato: mercoledì, 25 febbraio 2009 09:57 | |
I've found a chargen_appearance.xml in override/unitedcolors and copied it back to the default directory. Unfortunately that gives an invalid checksum error so it seems the United Colors mod from the Vault ate the original file. I hate it when that happens. So does that mean I have to do a fresh reinstall? Please don't say yes. Upload of the original file would be appreciated. |
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exorzist
Game Owner
NWN NWN: SoU NWN: HotU NWN 2 NWN 2: MotB NWN 2: SoZ
Registrato il: 02 lug 2002 |
Inviato: mercoledì, 25 febbraio 2009 10:02 |
there you go http://tinyurl.com/bljlkw
note: please tell me when you have downloaded the file. i will then remove it from the server.
Quote: Posted 02/25/09 21:57 (GMT) by Moirnelithe
I've found a chargen_appearance.xml in override/unitedcolors and copied it back to the default directory. Unfortunately that gives an invalid checksum error so it seems the United Colors mod from the Vault ate the original file. I hate it when that happens. So does that mean I have to do a fresh reinstall? Please don't say yes. Upload of the original file would be appreciated.
_________________ Sexy Dragon Age Origins Blog ---------------------------- http://greywardens.com Join us! http://twitter.com/greywardens ---------------------------- 2nd place Warden's Quest in London Proud Member of Team BioWare |
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Moirnelithe
Game Owner
NWN NWN 2 NWN 2: MotB NWN 2: SoZ
Registrato il: 19 nov 2008 Da: right behind you... |
Inviato: mercoledì, 25 febbraio 2009 10:07 | |
Got it, thank you so much! |
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exorzist
Game Owner
NWN NWN: SoU NWN: HotU NWN 2 NWN 2: MotB NWN 2: SoZ
Registrato il: 02 lug 2002 |
Inviato: mercoledì, 25 febbraio 2009 10:09 |
you're welcome. going to delete it now ... _________________ Sexy Dragon Age Origins Blog ---------------------------- http://greywardens.com Join us! http://twitter.com/greywardens ---------------------------- 2nd place Warden's Quest in London Proud Member of Team BioWare |
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Obadiah
Game Owner
NWN NWN: SoU SW: KotOR PC NWN 2 NWN 2: MotB NWN 2: SoZ Mass Effect Mass Effect PC
Registrato il: 20 giu 2002 |
Inviato: mercoledì, 25 febbraio 2009 10:12 |
>> A single TLK file is now required for custom content and module building.
Could someone please clarify this? Do all the modules on the vault require a TLK file to work now? |
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Moirnelithe
Game Owner
NWN NWN 2 NWN 2: MotB NWN 2: SoZ
Registrato il: 19 nov 2008 Da: right behind you... |
Inviato: mercoledì, 25 febbraio 2009 10:13 |
That worked like a charm, unfortunately the same seems to be happening with chargen_appearancex1.xml and chargen_appearancex2.xml  |
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dwarvendervish
Game Owner
NWN 2 NWN 2: MotB NWN 2: SoZ
Registrato il: 12 lug 2007 |
Inviato: mercoledì, 25 febbraio 2009 10:19 |
Quote: Posted 02/25/09 22:12 (GMT) by Obadiah
>> A single TLK file is now required for custom content and module building.
Could someone please clarify this? Do all the modules on the vault require a TLK file to work now?
It means that previously, a mod which used a custom TLK would need (modname as a stand-in for whatever the custom .tlk was called) :
- modname.tlk in the my documents\neverwinter nights 2\tlk -folder so it could be played
- the same file, renamed just modname (with no extension) placed in the installation directory of NWN2, so it could be opened up in the toolset |
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SaiF1988
Game Owner
NWN 2 NWN 2: SoZ
Registrato il: 16 giu 2004 |
Inviato: mercoledì, 25 febbraio 2009 10:25 |
I wonder how this patch effects those modules that stopped working in the latest patches
and thanks for this
Quote: • Adjustments have been made to WASD to decrease network traffic.
Edited By SaiF1988 on 02/25/09 22:27 |
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foil-
Game Owner
NWN NWN: SoU NWN: HotU NWN 2 NWN 2: MotB NWN 2: SoZ Mass Effect PC
Registrato il: 19 gen 2005 |
Inviato: mercoledì, 25 febbraio 2009 10:34 |
Quote: Posted 02/25/09 22:25 (GMT) by SaiF1988 I wonder how this patch effects those modules that stopped working in the latest patches and thanks for this Quote: • Adjustments have been made to WASD to decrease network traffic.
I mentioned in the other thread that it fixed Ravenloft. Hopefully it had similar effects for all the other modules out there that were broken. _________________ The most boring conversation is between two people who know what they're talking about.Edited By foil- on 02/25/09 22:35 |
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complain77
Registrato il: 25 feb 2009 |
Inviato: mercoledì, 25 febbraio 2009 10:39 |
Hello, so we finally get 1,22 patch. I had to wait couple of weeks because of bug which disallowed me to continue in NWN 2 campaing. It was well known bug which occured after Trial of Tyr. I was using Khelgar instead of my main character for this fight and always after wining fight game was stuck. I can now confirm, that despite its not listed in 1,22 patch corrected campaing bugs, i can continue in adventure. Thank you very much and i hope i will not experience another such serious bug in campaing, because NWN2, Mask of Betrayer and now Storm of Zehir are one of the last great CRPG classic adventures. I bought them all to support developers ) |
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BrianMeyer
Game Owner
NWN 2 NWN 2: MotB
Registrato il: 17 giu 2003 |
Inviato: mercoledì, 25 febbraio 2009 10:48 |
Quote: Posted 02/25/09 22:19 (GMT) by dwarvendervish Quote: Posted 02/25/09 22:12 (GMT) by Obadiah
>> A single TLK file is now required for custom content and module building.
Could someone please clarify this? Do all the modules on the vault require a TLK file to work now?
It means that previously, a mod which used a custom TLK would need (modname as a stand-in for whatever the custom .tlk was called) : - modname.tlk in the my documents\neverwinter nights 2\tlk -folder so it could be played - the same file, renamed just modname (with no extension) placed in the installation directory of NWN2, so it could be opened up in the toolset
This happens when you put the name of the tlk file in your module sans extension, try it with extension and it works different. If you change how you refer to it, it actually has was fixed prior to the last patch. Not sure if it fixed it completely, but i've not had to do that for a while. _________________ DungeonEternal PVP PW | Joining a PW |
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