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1.67 Patch Info [If you want to know, look here/]

How will you know the server has patched? It has been announced

Okay Beta period is finally over and 1.67 is finished.

Bioware has made an official website for the content of 1.67. It's here: http://nwn.bioware.com/players/167/

This page contains information about the patch including screenshots of some of it's .hak content.

What does this mean to me? Well as far as I understand, the patch comes in 2 parts.

Part 1: 1.67 Patch itself. This contains the required patch for nwn in order to play on a 1.67 server (which efu is not yet). This contains all the new functions and such I've been listing on the way. I'll post them at the end of this post.

Part 2: Tilesets and demo module. This by the looks of things contains the new tilesets released in PotSC premium module which is an exe file that will dump them in your hak folder automatically. Don't quote me on that as I've not downloaded the patch yet but I have a feeling i'm close. What this may mean, is that if the server uses the new tilesets, then you will need this part 2 patch as well as the main 1.67 patch.

Also DMs, check Evards new code, just incase it's still the uber overpowering version (added to beta patches). Vulc wrote a new code to replace the new bio one if they haven't changed it, somewhere on the bio forums.

1.67 patch notes Neverwinter Nights Game

* Official Campaign: Chapter 2e - Fixed an issue with attacking Tolan Losen causing all commoners to become hostile. * Official Campaign: Chapter 3 - One of the pedestals in Layenne's Tomb can no longer be accidentally destroyed. * Added 13 varieties of new creatures to the game from Pirates of the Sword Coast: Sharks (Goblin, Mako, Hammerhead), Gray Ooze, Ochre Jelly (Large, Medium, Small), Sahuagin (regular, Cleric, Leader), Parrot, Seagull (flying, walking). * Added 79 new placeable objects to game resources: o Arrow (Penants & Signs) - 8 variety of colors o Flag (Penants & Signs) - Pirate and Umberlee o X (Penants & Signs) - Pirate X mark o Bubbles (Visual Effects) - 3 different heights o Candle (Misc. Interior) - 2 types of 2 versions - 1 set with ambient light, 1 without o Chest (Containers & Switches) - 1 buried, 1 sunken - sunken one has a bubbles effect when opened o Driftwood (Parks & Nature) - 4 types o Bed & Bench & Table & Chair, Dwarven (Misc. Interior) o School of Fish (Parks & Nature) - 3 types o Footprints (Misc.) - left and right o Fungus (Parks & Nature) o Hanging Dwarf Skeleton (Misc. Interior) o Kelp (Parks & Nature) - 3 sizes of 3 types o Mushrooms (Parks & Nature) - 4 types o Net (Misc.) o Palm Tree (Parks & Nature) - 2 types o Parrot (Misc.) o Portal (Visual Effects) o Puddle (Misc.) - 2 types o Raft (Misc.) - 1 normal, 1 broken o Rocks (Parks & Nature) - 5 types o Rope Coils (Misc.) - 2 types o Sea Chair (Misc. Interior) o Sea Idol (Misc.) o Sea Obelisk (Misc.) o Sea Table (Misc. Interior) o Seashell (Parks & Nature) - 3 types o Shrine of Umberlee (Misc. Interior) - 1 with ambient light, 1 without o Starfish (Parks & Nature) o Trog Bed (Misc. Interior) o Trog Egg (Misc. Interior) o Trog Nest (Misc. Interior) o Trog Shrine (Misc. Interior) o Trog Throne (Misc. Interior) * Added a new option to the nwnplayer.ini file under [Game Options] "Client CPU Affinity" (for Windows only). If you have more than one CPU on your PC, then you can use this setting to make the game run on only one of the CPUs by specifying the number of the CPU (0-31). Setting "Client CPU Affinity=-1" will turn off CPU affinity. * Added a new setting to the nwnplayer.ini file under [Server Options] "Examine Effects On Creatures=1". If this option turned off then any magical effects on a creature will not appear in the creature description when you examine a creature in the game (Note: DMs will still see the effects on the creature). * Added a new setting to the nwnplayer.ini file under [Server Options] "Examine CR On Creatures=1". If this option turned off then the challenge rating of a creature will not appear in the creature description when you examine a creature in the game. * Added strings to bow models. * Expanded the number of color choices available for Armor, Cloth, Leather, Skin, Hair, Tattoos (affects both character generation and the toolset). * Fixed a crash that could happen going to the character select screen if you had a character in the list that was using a specific community made custom class that the current module does not support. * Fixed an issue with using an item on another item causing the player to run to the corner of the area. The player will now run to get within range of the targetted item instead. * Fixed a number of FeatIndex errors in the following 2das: PackFTShad.2DA, PackFTRog1.2DA, PackFTRog2.2DA, PackFTRog3.2DA, PackFTRog5.2DA, PackFTRog6.2DA, PackFTRog7.2DA * Fixed an issue with being able to pick pocket empty containers that were not flagged as being "pickpocketable". * Fixed an issue with custom tokens not getting cleared/cleaned-up properly when quitting a module. * Fixed a crash related to large creatures having weapons equipped that were too small for them to use. * Fixed Defensive Casting to work properly with sub-radial spells. * Fixed the innate spell level for the spell "War Cry" in the spells.2da * Fixed the 'Category' setting for the "Animate Dead" spell in the spells.2a. * Fixed a crash that could occur if a store was destroyed through scripting while it had customers buying/selling stuff. * Fixed typo in the SoundImpact column of the VisualEffects.2da for VFX_IMP_HEAD_ODD. * Weapon Finesse now works with creature weapons. * Long item names now get truncated in the store gui panel, so that you can see the buy/sell price of the item. * Fixed immunity to damage type Magical/Divine item properties. * When attempting to examining a trap, you no longer get all the trap's information when you fail to examine it. * The area behind a door that was bashed down will now become properly explored. * Fixed the displayed TAG name when using the console command "dm_dumplocals" on an item or creature object. * Fixed an issue where the text window feedback message that states that "Your journal has been updated." wasn't properly replacing custom tokens. * Fixed a few memory leaks. * 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.

DM Client

* Added the ability for DMs to spawn in traps on doors/placeables through the creator (and quickbar slots dragged from the creator menu). * Made custom triggers and traps from the DM creator menu spawn in correctly (rather than spawn in as a default trap). * The DM instant kill key (default 'Y') now also works on non-plot items that are on the ground. * Added a new "Give Alignment Shift" sub radial to the DM's Give/Take creature radial menu. * Added an "Examine" option to the DM's Examine Creature sub-radial menu. * When a DM 'Examines' a PC, it will now display their Experience and GP totals as well. * When a DM 'Examines' an item, it will now also display the value of the item in GP. * Made a change to try and reduce game lag that has been reported to occur when a DM possesses a creature that is part of a very large faction.

Neverwinter Nights Aurora Toolset

* Added a boat-load of new scripting commands (check the Toolset for more information): o GetCreatureWingType() o SetCreatureWingType() o GetCreatureTailType() o SetCreatureTailType() o GetCreatureBodyPart() o SetCreatureBodyPart() o GetHardness() o SetHardness() o SetLockKeyRequired() o SetLockKeyTag() o SetLockLockable() o SetLockLockDC() o SetLockUnlockDC() o SetTrapDisarmable() o SetTrapDetectable() o SetTrapOneShot() o SetTrapKeyTag() o SetTrapDisarmDC() o SetTrapDetectDC() o CreateTrapAtLocation() o CreateTrapOnObject() o SetWillSavingThrow() o SetReflexSavingThrow() o SetFortitudeSavingThrow() o GetTilesetResRef() o GetTrapRecoverable() o SetTrapRecoverable() o GetModuleXPScale() o SetModuleXPScale() o GetKeyRequiredFeedback() o SetKeyRequiredFeedback() o GetTrapActive() o SetTrapActive() o GetInfiniteFlag() o SetInfiniteFlag() o LockCameraPitch() o LockCameraDistance() o LockCameraDirection() o GetPlaceableLastClickedBy() o GetAreaSize() o SetName() - Sets the name of an Object (a creature, placeable, item, or door) - does NOT work on player objects. o GetPortraitId() o SetPortraitId() o GetPortraitResRef() o SetPortraitResRef() * As if the above wasn't enough, we also added new parameters to the following scripting commands: o GetAbilityScore(object oCreature, int nAbilityType, int nBaseAbilityScore=FALSE) o GetSkillRank(int nSkill, object oTarget=OBJECT_SELF, int nBaseSkillRank=FALSE) o SetTrapDetectedBy(object oTrap, object oDetector, int bDetected=TRUE) o ExploreAreaForPlayer(object oArea, object oPlayer, int bExplored=TRUE) o SetCutsceneMode(object oCreature, int nInCutscene=TRUE, int nLeftClickingEnabled=FALSE) o GetPCPublicCDKey(object oPlayer, int nSinglePlayerCDKey=FALSE) o CreateItemOnObject(string sItemTemplate, object oTarget=OBJECT_SELF, int nStackSize=1, string sNewTag="") o GetName(object oObject, int bOriginalName=FALSE) o ActionRest(int bCreatureToEnemyLineOfSightCheck=FALSE) o RandomName(int nNameType=NAME_FIRST_GENERIC_MALE) * Added a new OnClick event type for placeables. This event fires immediately when a PC left clicks on a placeable (regardless of how far away they are from the placeable, or whether or not they can reach the placeable for whatever reason). To obtain the player that left clicked on the placeable object, call GetPlaceableLastClickedBy() in the placeable's OnClick script. * Added 53 new VFX_DUR_AURA_* visual effects (VisualEffects.2da) for use with the scripting command EffectVisualEffect(). * Added 80 new visual effect constants (VisualEffects.2da) for use with the scripting command EffectVisualEffect(). These use the new constants VFX_DUR_AURA_*, VFX_EYES_* and VFX_DUR_BUBBLES. * Added new FOOTSTEP_TYPE_* constants to nwscript.nss (FootstepSounds.2da) * Added the ability to force a placeable to be non-static (grey out the static checkbox) for any placeable using skin mesh. This is toggleable in the placeables.2da in a "Static" column. Defaults to allow if column missing. * Added Hook Hands and Peg Leg armor appearance variations to the toolset. * Added new Trident weapon models to the toolset under Polearms (x2_inc_itemprop.nss, x0_i0_match.nss). There are no new Trident specific weapon feats associated with Tridents at this time (BaseItems.2da). * Added a new Shipwreck group to the desert tileset. * Added 4 new groups to the city exterior tileset (Merchant Ship and Weather Ship variations). * Added option to skip multiple hak pak warning message to the nwtoolset.ini file "Display Hak Warning=1" * The scripting command GetResRef() now works on areas. * The scripting command PlayAnimation() now works on doors (use the new animation constants ANIMATION_DOOR_*). * The scripting command GetClassByPosition() will now work with community made custom classes. * Made the scripting command CopyItemAndModify() work with arrows and bolts using the constants ITEM_APPR_TYPE_WEAPON_* * Added random facing button to the toolset. This button allows you to select one or more things and change their facing to a random direction. * Added option to skip multiple hak pak warning message. * Fixed crashes caused by passing in invalid area/module objects to the scripting commands SetListenPattern() and GetMatchedSubstring() (or running these from an area/module event). * Fixed scripting command ItemPropertyImmunityToSpellLevel(), it was creating a spell immunity property that was one level lower than what it should have been creating. * Fixed a typo in the constant name IP_CONST_FEAT_USE_POISON. If you recompile a script that uses the old name, you will need to update your script to use the new fixed name. * Fixed a typo in the constant name FOOTSTEP_TYPE_SOFT. If you recompile a script that uses the old name, you will need to update your script to use the new fixed name. * Fixed an issue with the incorrect door type showing up for the "Turfhouse Interior 2x2" in the Ruins tileset (tdr01.set). * Fixed an issue with no door showing up for the "Cloak Tower 2x2" in the Rural Winter tileset (tts01.set). * Fixed an issue with the door being rotated for the "Turf House 2" in the Rural Winter tileset (tts01.set). * Fixed the Rural Tileset - Wall 2 Gate w/Road model for people that have HotU installed. * Fixed a visual issue with the campfire placeable (plc_i06.mdl). * Fixed the level up wizard duplicating Special Abilities from the Creature Properties window.

Scripting-specific

* Added new TileMagic functions in x2_inc_toollib.nss that make use of GetAreaSize: void TLResetAreaGroundTilesEx(object oArea); void TLChangeAreaGroundTilesEx(object oArea, int nGroundTileConst, float fZOffset = -0.4f ); * Added a new Creature name randomization feature to the default OnSpawn script ("nw_c2_default9.nss") By setting a new variable int X2_NAME_RANDOM to 1 on a creature template in the toolset, the module creature can now tell creatures to randomize their name on Spawn. By default this will cause the creature to change it's name to a name generated by the RandomName command. For module builders not satisfied with the name selection provided by the RandomName command, the ability to override this behavior with a random name generation script of their choice has been included: If a script called "x3_name_gen.nss" exists in a module, it will be executed on spawn of any creature template that has random name generation activated. The builder can then specify a return value for that custom name generation script by setting a string variable named "X3_S_RANDOM_NAME" on OBJECT_SELF (the creature spawning), which will then be used instead of RandomName(). * Made Web Bolt attacks respect the Woodland stride feat (nw_s1_bltweb.nss). * Fixed a typo in the impact script name for "Greater Fox's Cunning" in the spells.2da that was causing the spell to not work. * Changed implosion so that it no longer affects the caster (nw_s0_implosion.nss). * Changed the way the damage was being calculated for the shifter's various wyrmling and dragon breath attacks to make it more random (x2_s1_wyrmbreath.nss, x2_s2_edragbrth.nss). * Fixed an issue with the way the reflex saving throw was being done in DoMissileStorm() (x0_i0_spells.nss). * Fixed an issue with Cloud of Bewilderment not respecting poison immunity (x2_s0_cldbewlda.nss, x2_s0_cldbewldc.nss). * Finger of Death now properly respects immunity to death magic on a failed save (NW_S0_FingDeath.NSS). * Fixed a bug with MatchSingleHandedWeapon and MatchDoubleHandedWeapon returning the incorrect value for some weapon types (x0_i0_match.nss) * Mass Blindness/Deafness now only affects enemies even on the harder difficulty settings (nw_s0_massbldf.nss).

Custom Content

* Change to allow plt texture support on custom created part based creature races. Part based creatures (past row 481 in the appearance.2da) will now use a plt texture name based on the "RACE" letter specified in the appearance.2da (rather than always using the pfh0_ prefix). If your custom part based creature is past row 481 in the appearance.2da and you haven't specified the race specific PLT texture the game will use the human PLT texture by default. * Fixed an issue with how the caster level was being calculated for classes that used the ArcSpellLvlMod and DivSpellLvlMod values in the classes.2da (for values other than 2). * Added custom grass texture support to the tileset set file. The new grass texture entry is "GrassTextureName". For example specifying the following in the set file: [GRASS] Grass=1 GrassTextureName=my_grass Will cause "my_grass.tga" (maximum of 16 characters) to be used as the grass texture for the tileset. The game will default to the usual "grass.tga" if "GrassTextureName" is not specified. * Fixed an issue where new names added to the SavingThrowTable column in the classes.2da were causing the toolset to behave erratically. * Added support for prestige class prerequisite type "SAVE" (used in the CLS_PRES_*.2da files). ReqParam1 ReqParam2 1 = Fort Save Minimum Base Save Required 2 = Ref Save Minimum Base Save Required 3 = Will Save Minimum Base Save Required * Note to custom tilelset makers: When creating custom tilsets, don't forget to create a corresponding entry for the new tileset in the areag.ini file. The "Interior" flag must match that from the .set file created. * Updated the DefaultIcon column of the BaseItems.2da to have new entries. This fixes an issue with taking hak pak specific items into a non-hak pak module which in turn was causing your inventory to start behaving erratically. * Changed the behavior of in game Robe inventory icons. The icon will now also display non-hidden body parts as specified in the parts_robe.2da (the icon will only display the robe, pelvis, belt, torso and shoulders). * Added a new "DefaultPhenoType" column to the phenotype.2da. The number specified in this column will be the phenotype that will be used in the case where the model does not exist for the desired phenotype (e.g. when using the SetPhenoType() scripting command). * Made Head models use the same "DefaultPhenoType" system as above (rather than your head just disappearing if the model didn't exist for the desired phenotype). * Wings/Tails will now use PLT textures if they exist (defaulting to using the creature's skin color), if a PLT texture does not exist for the model then the texture will default to using the TGA instead.

2DA Files Changed in this Update

* ambientmusic.2da * appearance.2da * baseitems.2da * classes.2da * feat.2da * footstepsounds.2da * iprp_spellcost.2da * parts_foot.2da * parts_hand.2da * parts_shin.2da * phenotype.2da * placeables.2da * portraits.2da * skyboxes.2da * soundset.2da * visualeffects.2da * weaponsounds.2da

One scripting command that we weren't initially planning on adding, but was a last minute addition is the new SetName() scripting command.

The new SetName() scripting command will work on NPC creatures, placeables, items and doors.

Wow. So we can have "Unknown Mage" altered to become "Joe Necromancer" ingame (with a DM wand of course) as of 1.67? Me likey.

Yes, and name your loot too.

That's truly brilliant.

Craig Welburn Item Properties have not changed much. I fixed an issue with ItemPropertyImmunityToSpellLevel() and a typo in the IP_CONST_FEAT_USE_POISON constant, but that is about it.

There is no new SetBaseStat() scripting command, but it is now at least easier to get the base stat with the new expanded functionality of GetAbilityScore(object oCreature, int nAbilityType, int nBaseAbilityScore=FALSE)

There will be no new SetBaseWeaponType(object) functionality.

There is no new functionality with respect to changing hit points.

For the SetName() scripting command a new "DisplayName" field will be written out on supported game objects. As Georg surmised if this field exists and is not "" then it will be used in game, otherwise the original name will used. So yes if you use SetName() on an object the new name will remain in effect across a Save/Load (such as taking a renamed item into another module).

One thing to be aware of is that because a number of new fields have been added to some of the in-game objects in the 1.67 update, I believe it is highly likely that some community made tools such as NWNX2 will mostly likely no longer work with the 1.67 update (at least until the people that maintain those tools have a chance to update them to be compatible with the 1.67 update). So once the 1.67 beta becomes available I would strongly recommend any server admins to download the beta and do some testing with their servers in order to iron out any issues they have before the final 1.67 update goes live.

Also with the addition of some of the new content from the Pirates of the Sword Coast Premium module being added to the game resources, if you use any custom content on your server (i.e. hak paks) you may also need to merge some of the new 2da changes with your custom 2da to make everything work well together.

Craig Welburn

There is one new event in the 1.67 update, but its NOT a PC OnDamaged event

Craig

http://nwn.bioware.com/support/winclient_beta.html

1.67 Beta information has landed.

1.67 Beta 1 patch notes was here

edit: removed to save bandwidth

http://nwn.bioware.com/forums/viewtopic.html?topic=466274&forum=42&sp=75

topic of interest. Vulcano pulls up plenty of nice ideas, dynamic traps and so on.

Look out for SetTrapDisarmDC and SetTrapSearchDC, May be a fix for PC laid traps with a little scripting.

They're adding more oozes and jellies! Hurrah!

This is really, really good.

OOOH! The beta's out now? Sweet. Should I get this update or not? Like..will the server be updated or what?

The server will not be updated until the final version of the patch is released.

For anyone who isn't aware, the beta patch is Not the final patch and can not be upgraded into the final patch, if you download the beta you have to Manually remove it before patching to the final patch, and also means you wont be able to play on any 1.66 servers until they pathc to 1.67, it may be a month or so until 1.67 is on final release but I'll inform everyone when it is.

This has come up so many times before on hundreds of servers so one point I would like to make is:

DO NOT PATCH UNTIL EFU HAS BECAUSE YOU WONT BE ABLE TO PLAY ON EFU OR ANY NON PATCHED SERVER UNTIL IT IS DONE. WAIT UNTIL HOWLAND HAS CONFIRMED 1.67 ON THE SERVER FIRST.

There. I do hope that gets the point across.

Darn fish now I have something to dread. The real version of thise better not come out while I'm off on mid-term or there will be hell to pay. (aka I can only download patches via college due to my shitty 56k modem).

Quick heads up, a couple of content items were missed out of the patch and there is a beta 2 due in the future.

This looks most desirable indeed. I presume we will be switching off the 'see buffs' ability ?

Certainly it will cut down on the metagaming of 'knowing' that somone is element protected or a monster is resistant to something. ... I encourage a slight change or two to a couple of scripted quests after it goes live, to adjust properties/vulnerabilites/immunities of some creatures. Tell the playerbase it happens, but not what monsters, a nice tool for brining back uncertainty.

ahhh, the traps... great for whacking one in an unexpected place on scripted quests, once players get so used to placed traps locations that they just walk around them. That 'kill object' feature sounds useful too.

Jadelink

BETA 2 Okay Beta 2 for 1.67 is out now. If you don't know what you're doing, don't patch.

Here are the patch notes for it. If I find the new ones I'll mark them up.

HERE is the topic to watch which is where Georg will highlite new changes, and other people will post about possible issues, etc.

Beta 2 patch notes were here

Check out the boldness. There May actually be..a god

I'll keep you posted.

Edit: stealing patch notes to sell for 1 gp

So awesome! Patch 1.67 is the roleplaying persistent world messiah.

* Added a new setting to the nwnplayer.ini file under [Server Options] "Examine CR On Creatures=1". If this option turned off then the challenge rating of a creature will not appear in the creature description when you examine a creature in the game.
This particular option worries me. There would be no way of telling two creatures apart when they use the same model. In the back of my mind I think of Ivandur vs Deep Lizard/ Giant Planedevouring Ultra Lizard. Same model, so how could you swiftly tell them apart if you examine them?

I think all creature-examine options would need to be redone, in order to get a good feel for which is more powerful (20" long vs 50" long, so to say).

Or in the essence of fariness LEAVE the cr. I don't see anything wrong with CR's what so ever as in nwn you can't tell those bitmap models real strengths or weaknesses that you may notice if you could really SEE them.

Ayup. I don't know what the DM's were planning on hiding CR or not, but please, leave that part as it is for now.

So many people come across possessed "boss monsters" i.e. a warrior chief that's having a little chat and telling you to leave, they examine him, go "yeah I can do this, he's moderate" and attack, where as with the new patch, you have to use Intellect to weigh up the situation. Weaker monsters can be used and the player still needs to be cautious because they don't Know they're weaker monsters. Where as currently examine..attack..examine..tactics..attack..examine rinse repeat...

Creatures would still have names, such as "Deep Lizard" or "Really freakin' huge deep lizard." And how would an adventurer know whether he could take it unless he tried? I'm all for removing challenge ratings. It prevents PC vs. PC metagaming and PC vs. NPC metagaming. Awesome.

I do very much like the idea of removing CRs or making it skill/attribute based like lore, int/wisdom check or whatnot. As I heard some person once say, "People only listen if you're overpowering." :)

You forget the positive sides of cr's I'll not get into this arguement as I know you guys will just pile on eevrsingle negative comment and I'll pile on all the positive comments and it will never end, also its NPC challenge ratings, and if you don't like challenge rating you can get an override to remove it on the vault at this minute. Others can see it but you won't.

By the way, from what I understand, PC Challenge Ratings and Examine Options can't be altered, since their scripts run too deep. So for PC to PC metagaming, it would pose no option.

Please Note. Anyone meddeling with Beta 2 there is a problem with the toolset. Please see the Beta 2 topic above and download the Hotfix. It is discussed in the topic on the bio forums.

As for the CR, it's pretty realistic to me. Character should see from PC for example; does he look strong, are there any battle scars and overall how strong the person looks. Big muscles? How easily he moves his great sword... It's all impossible with the engine limitations so the CR helps with that.

does he look strong, are there any battle scars and overall how strong the person looks. Big muscles? How easily he moves his great sword...

That's what the description is for. If your character is the sort who would steer clear of people with big muscles and battle scars, then take a look at the description and judge by that. If all else fails, send the guy a Tell.

It's only under very specific circumstances that you can infer just by looking at someone if they are experienced or skilled in something. For all you know, the person you thought is a hero could be just skilled at posing as a hero. (It's called acting - and funnily enough, it's what we're all doing here in EfU.) And as for physical traits - well, for instance, battle scars? What do they tell - can't it be a sign of unmatched skill, as scarlessness is considered among drow fighters (IIRC)? (Whereas orcs consider scars trophies.)

You have to know the person to know how good they are at what they do. Kotenku brought up the description, and that's something I disagree with - that everything important about a character's outlook should be possible to know via the description. The problem is that the description should change over time, like your CR changes. This can in some instances be a very big problem, actually.

Bottom line: Are you able to tell the profession of a person passing you on the street just by looking at them, never mind how good they are at it?

Actually, even though this goes in favour of hiding CR's, I'll still drop it in. Certain powerful Wateverdhavian Wizards like pretending to be poor beggars, and see how 'normal' people treat them. A Beggar with a CR of 15 would seem rather weird, and would be more easely metagamed.

But I'm still in favour of keeping the CR!

I find CR important when you are facing monsters and annoying in PVP.

PanamaLane I find CR important when you are annoying in PVP.
Thanks, I think this about covers all of the pro-arguments used by now. :)

You twisted my words!

I like :D

Metagaming an NPC's challenge rating is really a bad idea, from a practical perspective. They're rarely accurate.

Half-orc bandits anyone?

CR doesn't work properly

CR impossible, Overpowering work fine. its challenging moderate and easy that are borkified

CRs have issues similar to those that item prices have. They're just calculated badly and simply don't take into account some important factors. There can be "Effortless" creatures that would wipe out an entire party and "Impossible" creatures that would be crushed within moments. It's really not something that you should rely on OOCly, and not something that you should be reacting to ICly.

Brief update, there will be a Beta 3, probably not til the end of the month.

shaga As for the CR, it's pretty realistic to me. Character should see from PC for example; does he look strong, are there any battle scars and overall how strong the person looks. Big muscles? How easily he moves his great sword... It's all impossible with the engine limitations so the CR helps with that.

Thats the thing, the CR is there to indicate things that the MODEL cannot give you detail for.

Is he walking like a seasoned battle campaigner? Or a raw recruit?

Having a goblin warrior come up to you , you may think yeah it's only a goblin.. but if it's a level 20 goblin with the same model you simply wont know and you'll die in moments instead of fleeing like you should.

You COULD put in descriptions INSTEAD and let the player judge. BUt on the servers that currently HIDE challenge rating you usually cannot tell at all, the dont often bother to put any description there.

Theres also the matter of CHARACTER abilities... a bard for example may KNOW a lot more about creature A then a Int 6 half-orc. A druid WILL know more about wild animals then a rogue that's spent his life in the city streets. But conversly the rogue will know more about a street thug wearing certain "colours" then a druid will.

There probably isnt an easy implementation of it, if the scripting was available to change for the "examine" code you COULD do all this cool stuff. Like use a character's LORE stat to work out what you may know about how difficult the thing is.

its all hard coded, as much as I'd like to see personal examines per person, it can't be done. There's alot of come and go "infinate" lore where I bet if someone stuck a rakshasa in the town, three people would whip out a certain item and kill it. Drives me nuts, but shit, everyone knows the monstermanual inside out...*roll*.

On the same note, we have Set Name, not Set Description. Current descriptions are stuck, if the situation changes with Beta 3, I'll let you know.

I'd say it's too late in the piece for that 1.67 is already one of the BIGGEST (if not the biggest) updates/patches to nwn since it's release (apart from the expansions)

I'm sure they're just concentrating on getting it tested, and over to us so we can enjoy it.

Just incase noone knows, there Are new tilesets in the final patch. Not sure if they'll land in beta 3, magic eight ball says unlikely for now.

Fish Just incase noone knows, there Are new tilesets in the final patch. Not sure if they'll land in beta 3, magic eight ball says unlikely for now.

Weren't they supposed to be in a seperate download? The patch is already 20+MB, and the tilesets still haven't been added.

I seriously cant wait for this patch, and a new tileset omg! whats it going to be like?

Just say the word.

Snoteye
Fish Just incase noone knows, there Are new tilesets in the final patch. Not sure if they'll land in beta 3, magic eight ball says unlikely for now.

Weren't they supposed to be in a seperate download? The patch is already 20+MB, and the tilesets still haven't been added.

No, the tilesets will be in the final patch, else it creates servers that only need nwn and those that need nwn and tilesets. This isn't a hak, bioware don't patch haks, they build it into the engine.

Why is this mysterious patch taking so long with this beta? are they hiring freelancers to do it?!

why is it so mysterious?

Because there's alot of core stuff bieng changed and getting it tested takes time and quite a few hands from the community.

Did someone say mystery?! Sherlock Holmes is on the case!

Sorry. Hehe.

Looks like a pretty awesome patch though.

Fish
Snoteye
Fish Just incase noone knows, there Are new tilesets in the final patch. Not sure if they'll land in beta 3, magic eight ball says unlikely for now.

Weren't they supposed to be in a seperate download? The patch is already 20+MB, and the tilesets still haven't been added.

No, the tilesets will be in the final patch, else it creates servers that only need nwn and those that need nwn and tilesets. This isn't a hak, bioware don't patch haks, they build it into the engine.

Right, re-read the the 1.67 FAQ. I was wondering why they'd do such a thing...

MexicanGunslinger Why is this mysterious patch taking so long with this beta? are they hiring freelancers to do it?!

why is it so mysterious?

This patch is almost an expansion, just without a campaign. It's huge, and changes a lot of fundemental issues with NWN that have existed for years.

A lot of bugs were found during testing, and have had to be dealt with. That's why there is a third round of beta. It's to fix bugs from beta 2.

This sounds like the Grail of all Grails. Like the messias. I don't even know 99% of what it does, but the sheer enthusiasm it conjures with others makes me enthusiastic as well!

Bring it on!

Here is some of the stuff we hope to accomplish after the patch: SetName() 1) End bosses for quests change names 2) DM's can name NPC's on the fly using regular template (For example, we can spawn a bandit and name him George instead of having him show up as bandit.) 3) Rat's will be able to be individually named for rat fights. 4) We will be able to have dopplegangers/disguises for NPC's that change names on the fly. 5) DM's will be able to rename items on the fly. Why give out a ring of protection +1 when we can give out a ring of the divine guardian? 6) We can rename placeables much like items, allowing us to do things like place a statue, and say who it is of in the name.

Traps There are some client changes, as well as a bunch of functions: SetTrapDisarmable() SetTrapDetectable() SetTrapOneShot() SetTrapKeyTag() SetTrapDisarmDC() SetTrapDetectDC() CreateTrapAtLocation() CreateTrapOnObject() GetTrapRecoverable() SetTrapRecoverable() GetTrapActive() SetTrapActive() SetTrapDetectedBy(object oTrap, object oDetector, int bDetected=TRUE) 1) DM's will finally be able to trap objects on the fly. 2) Special trigger traps will now work from the Dm client 3) A whole new trap system with resetting traps coming, fully integrated with EFUQS. 4) We will hopefully be able to fix PC set traps to make them have proper DC's.

OnClick Event 1) Will let us do lots of new custom placeables that do things whenever someone clicks on them.

New Options: 1) Turn off effects on examine, so that nobody can metagame effects 2) Turn off CR's on examine, so that nobody can metagame CR's.

Some new ambient stuff I'm looking foward too: 1) Candles that can be turned on and off to light tables. 2) 5 new kinds of rocks 3) Underwater objects (I know one quest that will be completely redone using underwater items) 4) Dwarven objects 5) Trog specific placeables for our trog camp 6) 53 new visual effects that we will use in a number of ways.

Something you won't know of but is great for NPC's is the run to the corner bug being fixed when working with objects. DM's experience this bug a ton.

Weapon finesse will finally work with creature weapons. This affects a large number of creatures, and made them too easy.

Lag is reduced for DM's possessing things!

---------------

Basically, this is huge in so many ways it's not funny. There are lots of other plans with new functions as well, but that is a sample.

Why are they adding specific dwarven objects?

<3 Patch

Snoteye Why are they adding specific dwarven objects?

All the stuff they are adding were from premium mods. I'm assuming that one of the mods had a dwarven area, so they made some dwarf themed placeables for it.

Thrawn All the stuff they are adding were from premium mods. I'm assuming that one of the mods had a dwarven area, so they made some dwarf themed placeables for it.

Me likey. :)

1.67 B3 Patch Notes Beta 3 Patch notes have just burned up.

Also remember that the new tilesets come out with the final patch, not the beta. No eta on the patch but my guess is, up to a month, perhaps a little less.

Topics of interest.

http://nwn.bioware.com/forums/viewtopic.html?topic=476489&forum=47 http://nwn.bioware.com/forums/viewtopic.html?topic=476439&forum=42

are two running topics on beta 3, with some change highlites.

An old game getting such a big overhaul. Why? I suspect it has something to do with NWN2.

Why would it be? No they not that long ago employed a team to do patches and continue on nwn work, which means, the origional team which had to patch nwn can be moved to the new projects, i.e. dragon age, and other people can deal with nwn, without losing time on either game.

NWN is built on Aurora. NWN2 is built on Aurora. All those new scripting functions BW has added now will be in NWN2. NWN2 is rumored to be out this year. So, I suspect there is a little interplay between the two games. Obsidian is not going to put out a sequel to NWN2 with all the old NWN1 bugs. Unless, they are that crazy. IIRC, NWN2 was supposed to have a setname function and some other features. Viola, they appear in an NWN1 patch the year NWN2 is expected to debut.

NWN2 started with the aurora, then they ripped almost the entire thing apart and made the electron engine. No I don't think Bioware is backing up nwn2 by giving them some extra code, as it's harder to implement code into a system you've already been changing than it is to write your own to do the same thing. Smoe of these functions, infact, all of these functions, the community has been badgering for, for months, or years to get. I still call lack of money/time on this issue.

and also, lack of functions, isn't bugs, it's just lack of functions.

Ehh - crud?

No? I don't think so.

What it's saying is. You Can Not test the tileset. it's NOT on this patch. It will be released with the Final version (but I believe it's bieng patched in rather than a .hak file, else it'd already be available wouldn't it? common sense)

Fish No? I don't think so.

What it's saying is. You Can Not test the tileset. it's NOT on this patch. It will be released with the Final version (but I believe it's bieng patched in rather than a .hak file, else it'd already be available wouldn't it? common sense)

Yes, I figured that, but I needed to link the whole thread to make any sense. And I'm sorta gathering that they'll not be in the final release, only that they'll get released at the same time, all as seperate downloads. If this is true I also don't get why they haven't already been made public. In any case, assuming this is really how it's going to be, I'm surprised BioWare chose to do it this way, even though the patch is so large.

Next Patch!

Beta 4 is now out.

DMs topic of immediate interest: http://nwn.bioware.com/forums/viewtopic.html?topic=476565&forum=42

Evards issues brought up by Vulcano.

Statement still stands, don't patch unless you wish to test it else you can't play EFU.

Beta 4 patch notes what? >_>

PERMISION TO PATCH HAS BEEN GRANTED. GOOD LUCK MARINE!

Final patch is out.

http://projectraven.org/forums/viewtopic.php?t=1247 <-- first post

Check my first post for interesting points and patch notes. Feel free to discuss it here and ignore the posts on the betas :). I've removed the beta patch notes to save forum bandwidth by the way.

Here is the new pallet for colours for cothing. See "real textured" white, and the new ranges for all colours. Heh I do wonder if the watch Green could be swapped >_>. I see black/grey/blue/red for my armour unless I login by an NPC...

For the DMs - here's a heads up. That pallett also applies to Char creation. Be ware of the influx of pitch black (textureless) humans... >_>

Also New weapon TRIDENT for people who don't read patch notes. It has NO feats associated with it. So no Trident Masters. On the flip side, it looks cool. Req simple/druid. damage d8. It's a spear, ultimately I think.

Hook hands and peglegs can also be done. From what I've found, it's Not like the palemaster arm, it's an item visual for the hands and legs (actual lack of foot makes peg leg IIRC)

We are aware.

Please use common sense when choosing your character's skin/hair color.

http://nwvault.ign.com/View.php?view=Other.Detail&id=11618&id=1048

this is a vault list of script changes between 1.66 and 1.67. currently it encompases b4 not the final patch, but the difference between b4 and final patch are slim. I didn't make it but it may be useful for crosschecking any breakages that May happen.

also an interesting topic of interest

http://nwn.bioware.com/forums/viewtopic.html?topic=478804&forum=47

1.67 creations by the community.