The World of Layonara
The Layonara Community => Ask A Gamemaster => Topic started by: diagnull on December 11, 2007, 09:52:37 AM
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Seems like the new patch (which is still Beta) contains a lot of stuff, especially stuff from the premium mods.
Will Layonara make use of the patch?
And more importantly, if we upgrade to 1.69, will we have any issues in Layonara?
Just wondering if anyone is looking into this...
Thanks
-D
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Yeah, we're considering our options. The timeline for formal release of 1.69 will have a lot to do with it.
To answer your last question: Yes, if you update you almost certainly will have problems playing on Layo. As is the case with all other updates from Bioware, there's generally at least some adjustments we need to make to HAKs, scripts and other things to make it all work together cleanly. This appears to be a huge update, so the potential for having a lot of work updating things is pretty high.
We'll let everyone know when the time comes, but in general, we recommend not updating until we say it's OK to do so.
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Works for me.
Looks like most of the changes would affect me most in Sp mods, and right now I'm concentrating on my Layonara PC.
Thanks!
-D
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ooooo
they list lances in the update
can we joust dorg can we can we can we huh
it would give the horses something to do besides eating grass
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The last patch for NWN is looking to be a pretty awesome one, with the DLA horses (wee), great new script functions (get/set description finally! (yeah I know I have weird priorities)), tileset limit bump (100!), bug fixes, as well as the premium sets added to default etc, plus a load of other stuff, but it is as usual the coolest things that make it a lot of work to update a PW to... we supposedly hit the 'last patch' phase a long time ago but still need/do periodic things here and there thanks to the work of Chongo and Dorg, but let's be realistic here and realize that whether or not they do decide to patch, it is going to be a LOT of work. There are new things that will make current characters illegal, official tilesets added with fixed bugs where we are already using old versions, whole new script functions that offer great new capabilities...that we already have with workarounds and custom systems, etc. 2das need to be messed with, and in general things that fall apart with every update will be even more numerous to fix because of the sheer amount of things stuffed in this one...
All that said, I think there are a lot of us that would be willing to help with monkey work and brainstorming on issues to get it done somehow, because there is something pretty cool about making Layo and NWN's last big updates coincide, kind of riding out NWN to the last bit thanks to the people doing the work in both places just so long-time players and builders can bleed all they can out of NWN. Maybe we could pull a few people from here in the community to help with it? I think what we have is great of course, and if the patch never came out we'd be fine, but eventually people are of course going to want to try out the places that do patch, like when NWN2 came out on a lesser scale, hehe. It would be nice to keep people going as long as possible ;)
I know I'm going to have to have another install that does patch so I can appreciate all the patch monkeys' work and still play Layo otherwise, hehe.
(PS Falonthas, no. :P)
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Just for my own petty curiosity, anyone found a good link for the release notes of this beta?
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Not sure, the revert patch can be found here though in case people accidentally update too soon.
Neverwinter Nights: View Post (http://nwn.bioware.com/forums/viewpost.html?topic=604604&post=5496495&forum=49&highlight=)
I'm still holding out for riding dogs and animal companion, monkey!
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Neverwinter Nights v1.69 Beta 1
Patch details:
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WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 1.69 TOOLSET ARE TAGGED AS REQUIRING VERSION 1.69 OR HIGHER OF NEVERWINTER NIGHTS GAME OR TOOLSET.
IF YOU DON'T WANT TO BRAND YOUR MODULE AS 1.69 THEN DO NOT EDIT YOUR MODULE IN THE VERSION 1.69 TOOLSET.
IF YOU WANT TO GO BACK TO 1.68, WE HAVE A 1.69 TO 1.68 REVERT BETA PATCH AVAILABLE.
New Content added from the Neverwinter Nights Premium Modules ([url=http://store.bioware.com/products/neverwinternights/]Products - BioWare Store[/url])
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New Purple Dragon Knight Prestige Class
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8 New Tilesets:
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Barrows Interior
Castle Exterior, Rural
Castle Interior 2
City Interior 2
Fort Interior
Sea Caves
Steamworks
Tropical
17 New Music Tracks:
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New Creatures (over 100 new apperances):
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Caladnei (NPC)
Cobra (Regular, Black and Gold )
Curst Swordsman
Gem Golems (Diamond, Emerald and Ruby)
G'Zhorb the All seeing Eye
Halaster
Harat, Lord of Darkness (Large and Small)
Horses (63 Different varients, plus mounted Humans, Elves, Half-Elves, Halflings, Gnomes, Half-Orcs and Dwarves)
Lord Antoine Baccha, Visier de Guise (NPC)
Maggris, the Hive Mother
Masterius (Regular, Disguised and Powerful)
Mist Dragon
Nightmare ( Regular, Saddled and Armored )
Ogre Chieftan
Purple Dragon Knight Archer (Female and Male)
Purple Dragon Knight Blade (Female and Male)
Satyr (Regular, Archer and Warrior)
Wereboar
Widow Hagatha
Wyvern (Great, Adult, Juvenile and Young)
New Placeables (nearly 350)
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New Visual Effects (over 100)
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Feat Prerequisite changes (these may make some existing characters invalid in multiplayer games)
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- The Epic Dodge feat now requires 30 ranks of Tumble skill as a prerequsite, as per the description (feat.2da).
- The "Dragon Shape" feat now requires Wild Shape 6x/day as per the description (feats.2da).
- Fixed prerequisite for "Epic Weapon Focus Club" to be "Weapon Focus Club" rather than "Improved Critical Club" (feat.2da).
- Weapon Specialization Club now requires four fighter levels to obtain (rather than one).
General Fixes:
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- Fixed issue with videos not displaying under Windows Vista.
- The game will now prompt to elevate to administrator privaledges under Windows Vista.
- The nwnplayer.ini setting for "Client CPU Affinity" now defaults to 0 (a setting of -1 will be converted to 0). If you need to disable this feature set the value to -2.
- Colorized the cloaks in the official campaigns (they are no longer all tan colored).
- Added missing Trident weapon feats.
- Trident are now classified as a "Martial" weapon, rather than a simple weapon.
- Added new nwnplayer.ini file settings, so that red/green color blind users don't get killed by traps unexpectedly.
[Trap Colors]
FriendlyColor=0,255,0
HostileColor=255,0,0
- Added ability to turn off visible cloaks in the nwnplayer.ini file (set to 1 to enable cloaks, 0 for no visible cloaks).
[Game Options]
Visible Cloaks=1
- Added in-game text swear filter nwnplayer.ini setting (set to 1 to enable, only supports English).
[Game Options]
In-game Text Swear Filter=0
- Added new nwnplayer.ini file setting to always roll maximum hit points at level up for players (defaults to off).
[Server Options]
Max Hit Points=1
- Fixed how Damage Resistance works against weapons that do more than one type of damage (i.e. Morning Stars and Halberds). The target now uses the worst of the multiple damage resistances angainst weapons that inflict more than one base weapon damage type.
- Fixes to Whirlwind/Improved Whirlwind/Great Cleave so that all the attacks are done at the player's full BAB.
- The Defensive Roll feat now works 1/day as per the description.
- Fixed the caster level being used for Holy Avengers (it is now always set to 10 as it is cast from an item, rather than using the player's paladin caster level).
- Updated Weapon Finesse to work with all Creature Weapons regardless of the creature's size.
- Made some minor game optimizations.
- Fixed some issues that could be used to intentionally crash a server.
- Fixed issue where your henchman/associates could sometimes overlap the position of your character.
- The "Rapid Reload" feat now gives you the proper number of extra attacks.
- Fixed an issue with the deflection bonus being added in twice when determining a touch attack.
Spell/Feat description changes:
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- Updated description for "Elemental Swarm" to reflect that the elementals are 21HD.
- Updated the Badger animal companion Rage description.
- Updated the Hawk animal companion description list the correct feats.
- Updated the Panther animal companion description to list the correct skills/feats.
- Updated the Panther familiar description to list the correct feats.
- Updated the Spider animal companion description to include the hide skill.
- Updated the description of "Bard Song" to correctly reflect the required Perform skill at level 16.
- Updated the "Enchant Arrow" description to better reflect how it is implemented.
- Updated description for "Imbue Arrow" feat to better reflect how it behaves.
- Updated description for "Resist Energy" to properly reflect the Fort Save Bonus required.
- Updated description for displacement spell. It was incorrectly listing a "Somatic" component.
- Updated the description for Keen Edge to clarify that it only works on "slashing melee" weapons.
- Updated the description for Clarity to display the proper duration "5 Rounds + 1 Round / Level" and it now correctly mentions that it removes Daze effects as well.
- Updated the description for "Undeaths's Eternal Foe" to include the +4 deflection bonus to AC.
- Updated description for "Tenser's Transformation" to properly reflect the bonuses given by the spell.
- Updated description for "Shadow Shield" to properly reflect the immunities given by the spell.
- Updated description for "Black blade of disaster" so that the sword's enhancement bonus is correctly described.
- Updated description for "Mordenkainen's disjunction" to properly reflect how the dispel check is done.
- Updated description for "Deafening clang" to clarify that the bonuses will not stack.
- Updated description for "Holy sword" to include all the benefits of the weapon.
- Updated description for "Nature's Balance" to properly reflect the damage healed.
Neverwinter Nights Aurora Toolset:
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- Fixed issue with non-human cloaks not displaying properly on NPCs in the toolset.
- Fixed issue with textures not displaying correctly in the toolset for community made creatures that use a phenotype of 10 or greater.
Script-specific:
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- Added a new Module "OnPlayerChat" event.
- Added new scripting commands:
object GetPCChatSpeaker();
string GetPCChatMessage();
int GetPCChatVolume();
void SetPCChatMessage(string sNewChatMessage="");
void SetPCChatVolume(int nTalkVolume=TALKVOLUME_TALK);
string GetDescription(object oObject, int bOriginalDescription=FALSE, int bIdentifiedDescription=TRUE);
void SetDescription(object oObject, string sNewDescription="", int bIdentifiedDescription=TRUE);
- Added a new starting position parameter to the FindSubString scripting command.
int FindSubString(string sString, string sSubString, int nStart=0);
- Increased the limit on the SetPhenoType() scripting command to 99.
- Fixed damage calculation for Eyeball familiar rays (x1_s1_eyebray.nss).
- Made CopyItemAndModify() scripting command work with both the old and new cloak systems.
- "Tymora's Smile" now works properly based on Harper levels (x0_s2_HarpSmile.nss).
- Negative Energy Burst is now properly capped at +20 damage based on caster level (nw_s0_negburst.nss)
- Blade Barrier now properly respects the Evasion and Improved Evasion feats (nw_s0_bladebara.nss, nw_s0_bladebarc.nss)
- Fixed hitpoints healed/damaged for the empowered "Healing Circle" spell (nw_s0_healcirc.nss).
- Cursed song no longer affects silenced creatures (X2_S2_CurseSong.nss).
- Changed the "Undeaths's Eternal Foe" AC bonus from a dodge bonus to a deflection bonus (x0_s0_udetfoe.nss).
- Fixed SR calculation in "Nature's Balance" when it affects more than one creature (NW_S0_NatureBal.NSS).
- Fixed dye script to work on the last color available (x2_s2_dyearmor.nss)
- Updated Get2DAString() scripting command 2da caching code to cache a number of 2das specified in an ini setting.
[Server Options]
2DA Cache Size=10
- Added new constant VFX_BEAM_DISINTEGRATE for use with EffectBeam()
2DA Changes:
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- Amplify now requires a somatic component as per the spell description (spells.2da).
- The spell WarCry now requires a somatic component as per the spell description (spells.2da).
- Greater Sactuary now requires a somatic component, as per the spell description (spells.2da).
- Balagarn's Iron Horn now requires a somatic component, as per the spell description (spells.2da).
- Clarity/Scare/Lesser Dispel can now be cast as a stilled spell (spells.2da MetaMagic column updated).
- Greater Restoration can no longer be selected as an Extended Spell, as its duration is instantaneous (spells.2da).
- Removed reference to non-existant script NW_S0_MindFogC from VFX_Persistent.2da.
- Fixed row numbering in IPRP_SPELLCOST.2DA (there were duplicate rows numbered 199).
- Fixed the spell range for "Shadow Conjuration Darkness" (spells.2da).
- Added missing Trident weapon feats ( CLS_FEAT_FIGHT.2DA, CLS_FEAT_BARB.2DA, CLS_FEAT_DIVCHA.2DA, CLS_FEAT_DWDEF.2DA, CLS_FEAT_PAL.2DA, CLS_FEAT_RANG.2DA, CLS_FEAT_WM.2DA, CLS_FEAT_BLKGRD.2DA, and many PackFT*.2das).
Custom Content:
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- Upped maximum number of tilesets allowed to 100
- Loadscreen row indexes past row 255 will now working properly in the game.
- The Read/Drink/Meditate/Worship/Sit/Fall Backwards/Fall Forwards radial menu icons no longer all use the ir_nod.tga (so that the community can properly override the images with custom content).
There's still a bunch of scripting junk being ripped from WCoC to be put in (mostly for their horse system I believe) and some forgotten fixes/additions for a later beta version or final version, but those patch notes are current for this beta, I think.
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Also, while Craig is trying to help out with the palette overflow = DM client crash issue for the release, if it can't be done then having items added to the palette by updating would probably be a monster to tackle. And of course I'm just talking to my fellow players and not the devs who know about issues better than me, I'm just saying it's easy to go "oo shinies! Yaay!" and forget about all the work that has to be done to make it happen. We're a bit spoiled in that we already use those premium tilesets/creatures/placeables/etc too, hehe.
Though...if that got fixed, that would be something worth updating for with our bloated module! :P
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goes back and sits in the jailcell since no jousting will happen
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You could each hold a lance and gallop past one another and click attack and see who wins? 1s miss completely, 20s are headshot fouls? hehe
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but you have to admit seeing all the knights on horseback jousting for the prize would be a nice thing
of course if you could get them on horseback with all that armor
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You could always play the module! http://forums.layonara.com/photopost/showphoto.php?photo=115762&ppuser=1940 ;) Or we could just add an area with the tileset tourney section and pretend, because the jousting system itself is a mess of scripts and cutscenes. :P
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hmmm
jousting on dragon back
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You could always play the module! http://forums.layonara.com/photopost/showphoto.php?photo=115762&ppuser=1940 ;) Or we could just add an area with the tileset tourney section and pretend, because the jousting system itself is a mess of scripts and cutscenes. :P
"mess" being the operative word in that sentence...
Still, jousting would be pretty darn cool if it could be implemented decently.
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Cool yes...but don't count on it.
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ahh but we have to have something to dream of
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...great new script functions (get/set description finally! (yeah I know I have weird priorities)), tileset limit bump (100!)...
Actually, you have your priorities just right! ;)
The first "WOW!"-thing of notice I had in there was also the extra script functions. :)
Perhaps we even has a way to change descriptions of characters in game now! And certainily the ability to change descriptions without having to obey the "previous allocated text length"! Great!
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[code]
- Added new nwnplayer.ini file settings, so that red/green color blind users don't get killed by traps unexpectedly.
[Trap Colors]
FriendlyColor=0,255,0
HostileColor=255,0,0
:D I never thought of that being an issue... :(
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Allright, I've been off for almost a year and now I sort of *returned* lol. Had to download all the haks again [wich was a pain and took me a day since I have a crappy 256k connection] and patched NWN to the latest version.
Now I went to the Multiplayer stuff and tried to connect through the usual server adress and password, but it says that it can't connect 'cause the client and server's versions are different.
What do I do?
:(
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http://forums.layonara.com/general-discussion/189822-bioware-nwn-1-69-released-do-not-update.html
YOu will have to revert to pacth 1.68 as Layonara is not compatible with 1.69 yet.
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Ok what if the patch will not roll back to 1.68? Any advice??
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Just curious if any decision has been made about upgrading to the 1.69 patch? Does anyone know yet if definate yes, maybe or no way ever?
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We're working on it. There's no definite schedule yet as we're sorting through the HAK changes that need to be made, which result in other changes, etc.