Author Topic: NWN 1.70 Patch  (Read 17514 times)

hugolino

  • Dark Lord
  • *****
  • Posts: 565
NWN 1.70 Patch
« on: June 28, 2011, 04:25:27 PM »
Will we be using the NWN 1.70 Community Patch when it is released? It is at the final release candidate stage, so the next update of it will be the actual release.

It allegedly is fully backwards compatible, gives priority to haks and overrides, and shouldn't break existing content. So all players could install it without conflict with PotM even if the server didn't use it. However, gameplay here wouldn't benefit from it unless the server also had it installed. Regardless, players would not have to install it even if the server had it.

http://social.bioware.com/project/3045/

hugolino

  • Dark Lord
  • *****
  • Posts: 565
Re: NWN 1.70 Patch
« Reply #1 on: June 28, 2011, 05:25:24 PM »
FAQ

1) Its hak, override or what?
-> Its even better, thanks to ElgarL its true patch, new and changed datas are now injected into core game datas, which mean that if you had changed any default content like 2da or script, this patch will not overwrite it. Thus installing the patch is absolutelly safe, though as it was always (for oficial patches) in order to take full advantage of this patch, you must merge old 2das with the new one and rescript your spellchanges into new spell scripts. The patch contains new 2da source and spellscript exactly for this.

2) Will I need this "patch" in order to play some server which will use it?
-> No, you won't. Design of this patch do not mess with NWN version. Also fixes are either server-side (that means server will take advantage of them without player need to download anything) or client-side (that means fixes only for players, server can't take advantage of them) or both (which means it works for server and player can take advantage of them also if playing Single Player).
However builder may decide, that you actually need this patch in order to play his module/PW, thats maintained as special hak with few extra features, that is included in installation.

3) Whats included?
-> Various fixes, few balance changes and new features in the largest collection that any official patch in past brought. No new creature models, no new tilesets or better textures however. Thats domain of already existing projects as CEP and Project Q.

4) It's CEP/Project Q/PRC/NWN Enhanced/etc. compatible?
-> It is compatible with any custom content, even NWNCQ. But you may not take advantage of all fixes. Module builders will have to merge few 2da lines if they wish to take that advantage. It was always like this, with official patches in past.

hugolino

  • Dark Lord
  • *****
  • Posts: 565
Re: NWN 1.70 Patch
« Reply #2 on: June 28, 2011, 05:53:47 PM »
However, gameplay here wouldn't benefit from it unless the server also had it installed. Regardless, players would not have to install it even if the server had it.

Correction: If the server installed it, that would suffice. Players wouldn't need to install it at all to benefit.

hugolino

  • Dark Lord
  • *****
  • Posts: 565
Re: NWN 1.70 Patch
« Reply #3 on: June 28, 2011, 06:04:20 PM »
"I will also grant help to any Persistent World admin/builder that would need it when integrating the patch into his module since it requires more work (merging 2das)." (http://nwvault.ign.com/View.php?view=User.Profile&id=51805)

Bluebomber4evr

  • Head DM, Developer and Ravenloft Trivia Guru/Community Council
  • Administrator
  • Dark Power
  • *
  • Posts: 20622
    • http://www.nwnravenloft.com
Re: NWN 1.70 Patch
« Reply #4 on: June 28, 2011, 06:12:55 PM »
We do plan on using it once it's in final release, whenever that may be.

Bluebomber4evr: The Justice, not you, since 2002

hugolino

  • Dark Lord
  • *****
  • Posts: 565
Re: NWN 1.70 Patch
« Reply #5 on: June 28, 2011, 06:14:47 PM »
We do plan on using it once it's in final release, whenever that may be.

Great to hear. Thank you! I noticed that the final release candidate came out recently, which is encouraging.

hugolino

  • Dark Lord
  • *****
  • Posts: 565
Re: NWN 1.70 Patch
« Reply #6 on: January 13, 2012, 07:29:11 PM »
It seems the NWN 1.70 Community Patch is out now. I hope the devs can give it a look and decide whether to go forward with patching the server.

http://nwvault.ign.com/View.php?view=Other.Detail&id=1513

There are some additional 1.70-related fixes here:

http://social.bioware.com/project/3045/&v=discussions#files
« Last Edit: January 14, 2012, 12:39:10 PM by hugolino »

Bato

  • Dark Lord
  • *****
  • Posts: 679
Re: NWN 1.70 Patch
« Reply #7 on: January 13, 2012, 07:35:01 PM »
Mhm!
It's being looked at now it's a final.

herkles

  • Society of the Erudite
  • Dark Power
  • ******
  • Posts: 7310
Re: NWN 1.70 Patch
« Reply #8 on: January 13, 2012, 07:41:38 PM »
what is all fixed/added with this particular patch btw?


Emomina

  • Dark Power
  • ******
  • Posts: 2645
Re: NWN 1.70 Patch
« Reply #9 on: January 13, 2012, 08:04:04 PM »
what is all fixed/added with this particular patch btw?

Neverwinter Nights Community Patch 1.70 content:

HAK Version
- works primarily as a tool for builders in order to force their players to use Community Patch
- includes DOA Base Item models to prevent DOA Baseitem issue to happen
- includes also three secret Bioware creatures, a Belker (elemental), Goblin without arrow quiver and Goblin chieftant with shield on his back
- improves spell casting:
   - Meteor Swarm doesn't need targetting anymore
   - Invisibility Purge, Firestorm, Storm of Vengeance and Healing Circle can be cast on items, thus allowing default crafting. (The Krit & Shadooow)

Both server and client side content:
- Familiar & Companion Fixes (Ben Harrison & BCH & The Krit)
- removed familiar dialog exploit
- removed companion dialog from summoned Elder Air Elemental, Ghoul, Ghast
- Wraith – changed alignment to lawful evil (NWNEnhanced team)
- Spectre – added missing Blind-fight and Improved Initiative feats (NWNEnhanced team)
- several creatures added missing incorporeal flag: Allip and Summoned creatures: spectre, wraith, shadow, shadow lord and shadow fiend
- fixed incorporeal flag on spectre summoned from Pale Master feat
- Skeleton mage - alignment changed from true neutral to neutral evil
- healing spells were replaced for harming spells from Baelnorn, Dracolich and Vampire Priest
- Formian queen speed changed to very slow (was immobile which caused AI issues - didn't cast spells)
- Lizardfolk Shaman (A) blueprint name fixed
- Halaster's CR in palette have been fixed (was 229)
- Halaster is not immortal by default now
- several creature's AI level set to high: Halaster, Masterius, G'Zhorb, Demilich, Lich (21CR), Prismatic dragon and Harat
- removed Spell Mantle from demilich's spell selection
- all cobras racial type fixed (from reptilian humanoids to animal)
- updated flying status on some creatures missing it (parrot, seagull, G'Zhorb, Halaster, Masterius)
- fixed special AI for summoned shadow from SD feat
- water breathing creatures are now immune to the drowning (oozes, sharks, sea hag, sahuagin, water and ooze mephit, black, green, bronze and gold wyrmling and dragon)
- flying creatures are now immune to the Grease and Spike Growth spell
- fixed the erroneous faction string setting on x0_ruglarge.utc. (NWNEnhanced team)
- removed emitters from web placeable (px2_g02) and retextured it – resolves “glowing web” issue. (NWNEnhanced team)
- tilesets fixes
   - rural cobblestone around groups (helvene)
   - forest edge fixes (helvene)
   - City Interior 2 and Fort Interior tilesets visibility node fixes (_six)
   - tni01_m06_02 - mapping adjustment (Project Q)
   - tni01_r22_01 - walkmesh fix (Project Q)
   - tni02_r17_01 - removed rotate texture from floor mesh (Project Q)
   - tds01_h01_01 - added missing light sources
   - tdr01_g33_01 - removed additional polygon at -6 (Gerder)
   - tdr01_g33_02 - added missing polygon (Gerder)
   - mitu01_d03 - Underdark minimap fixed (Blade Constantine)
   - ttf01_g02_04 - two floating rocks position fixed
   - ttf01_h07_01 - canopies didn't faded out with the trunk
   - ttf01_g05_03 - texture fix
   - tcn01_c02_07 - windows flickering and light in night fixed (Zwerkules)
   - new areas in Sea Caves tileset are now set to be "natural"
- itempropdef.2da and itemprops.2da
   - enabled some itemproperties for ranged weapons, gloves and mage staff (Ben_Harrison)
   - enabled Turn resistance itemproperty for all items
   - new itemproperty "Item Cost Parameter" that allows to adjust item cost (see full readme for details)
- iprp_vfx.2da
   - added None visual effect for weapons (Ben_Harrison)
   - compatible now with NWNCX's weapon visual models solution
- iprp_neg10cost.2da
   - cost values balanced
- iprp_onhitspell.2da
   - lines 86 - 90 fixed name, making inflict spells available in toolset (The PRC Team)
- iprp_spells .2da
   - Barkskin (6) changed to 7 (which will allow to make potions +4AC)
   - Barkskin (12) changed to 13 (which will allow to make potions +5AC)
   - several spells can be added into potion in toolset now
   - all (non-epic) spells can be added into wand in toolset now
   - ioun stones spell cannot be placed into potion/wand anymore
   - Mestil's Acid Sheath cost increased in order to match other fifth lvl spells
- iprp_spellcost.2da
   - added immunity to Blade Barrier spell
   - added immunity to Destruction spell
- iprp_weightcost.2da
   - added new values 1,2,3,4,250,500 and 750 lbs (Ben Harrison)
- cls_feat_*.2da
   - removed Improved Critical (whip) from Paladin epic bonus feat list (NWN Wiki)
   - removed Planar Turning feat from Weapon master epic bonus feat list (NWN Wiki)
   - Harper scout can take martial weapon proficiency when leveling (NWN Wiki)
   - Assassin can take epic skill focus: use magic device as a general epic bonus feat
   - Wizards, Clerics and Druids can now take epic spells at class level 17 provided they fullfils other prerequisities
   - Sorcerers can now take epic spells at class level 18 provided they fullfils other prerequisities
- cls_spgn_rang.2da
   - Ranger gets one more 1. lvl spell at lvl 14
- epicattacks.2da
   - epic BAB progression increased until max possible level nwn can handle (255) for legendary level systems
- visualeffects.2da
   - VFX_CONJ_MIND and VFX_CONJ_FIRE type changed from F to D, so they now work properly
   - banshee visual effect accelerated
- spells.2da
   - corrected InnateLevel of Identify (2->1), Sunbeam (7->8) and Find Traps (3->2)
   - Find traps spell cannot be extended anymore
   - Balagarn's Iron Horn school changed to transmutation
   - Balagarn's iron horn changed to be hostile
   - verbal component removed from various feats and abilities allowing to use it even under silence
   - Aura of Hellfire spell values corrected: VS, MetaMagic, Category and UseConcentration (so AI doesn't cast this self protection spell on enemy)
   - Epic Mage Armor spell values corrected: school -> conjuration
   - Epic Warding spell values corrected; school -> abjuration, range -> personal, projectile removed, set as non-hostile
   - Polymorph self subspells InnateLevel raised to 4
   - Vine mine subspells InnateLevel raised to 5
   - ioun stones spell icons changed to reflect better what are they doing
   - Death Arrow feat now appears with correct icon when used
   - Imbue Arrow can be fired at ground now
   - Aura of Vitality range increased to Long
   - Darkness is now additional counterspell to Light spell
   - enabled Dragon Wing Buffet special ability
   - enabled Shadowblend special ability
   - enabled Belker's Smoke Claws special ability
   - Hail of Arrows range and projectile fixed for AI
   - Divine Might and Shield range fixed for AI (so now npc can use it without getting bugged)
   - Silence allowed to cast by NPCs
   - Battletide and Dirge projectile removed (personal range) and category changed so AI casts them on self
   - Petrify gaze (both normal and shifter's) casting values united with other gazes (range, casttime, castspot, category...)
   - Cloud of bewilderment - allowed empower/maximize metamagic
   - Bane spell Category fixed
- feat.2da
   - removed category from Horse menu (and submenus) - caused AI issues (Melliuc)
   - removed category from Paladin Summon Mount - caused AI issues too
   - Mighty Rage now doesn't need targetting
   - disabled BG strenght and Harper's dexterity and charisma stacking with normal spells variants
   - Epic Fiendish Servant now requires also to be an epic character
- baseitems.2da
   - added DOA Baseitem Models 2.0 (DOA team), dyes are not included
   - torch enchant AC type changed from none to shield
   - creature skin is now unaffected by ILR, will always have zero cost
   - whip can be dual wielded (Ben Harrison)
   - helmets now can utilize model numbers up to 100 (NWNEnhanced team)
   - Tower shield base item cost changed from 100 to 1000.
- encumbrance.2da
   - expanded to allow insane strenght values above 50 to maximum strength NWN can handle (255)
- armor.2da
   - dex bonus from robe was changed from 100 to unlimited to allow insane DEX modifiers up to 255
- des_crft_scroll.2da
   - allowed to scribe War Cry, Dirge, Amplify, Aura vs. Alignment, Shades, Undeath to Death (for wiz/sorc) and Blade Thirst scrolls (The Krit & Shadooow)
- des_crft_spells.2da
   - War cry spell level fixed for purposes of crafting feats (makes no longer possible to brew potion of this spell anymore)
   - Shades, Shadow Conjuration and Vine Mine subspells level fixed for purposes of crafting feats (makes no longer possible to craft these spells into wand/potion) (The Krit)
   - all spells now could be crafted into wand (if a buider changes maximum spell level)
   - various spells now can be brewed into potion - Invisibility purge, Inflict Minor/Light/Moderate/Serious Wounds (something for undead)
   - various spells now could be brewed into potion - Inflict Critical Wounds, Shadow conjuration, Shades, Greater Shadow Conjuration and Vine Mine (if a buider changes maximum spell level)
   - various spells now can't be brewed into potion anymore - Raise dead, Resurrection (although buider changes maximum spell level)
- classes.2da
   - created new prerequisities 2da for base classes in order to allow builder their disabling via scripting, see notes
- statescripts.2da
   - fixed OnDeath script when possessed by DM, now it runs new script 70_npc_ondeath which will then run default script for given creature
- items
   - major change in scrolls, all classes now can cast scrolls of the spells they have in their spell list. This means that Bard no longer can automatically cast all scrolls without UMD skill, and Assassin, Harper Scout, Blackguard and Pale Master now can cast from some spellscrolls too.
   - UMD DC for spellscrolls was changed to 7+(InnateLevel*3) in order to allow use scrolls of lesser power to lower level characters
   - pre-X2 version of Cat's Grace scroll now can be cast by Ranger too
   - various unidentified scrolls were identified - Sanctuary, Remove paralyse, Remove fear, Cure critical wounds, Ice storm, Find traps, Energy buffer, Shadow shield, Legend lore, Word of faith, Storm of vengeance, Spell resistance, Slay living, Regenerate, Tide of battle, Virtue, Poison, Implosion, Searing light, Divine power, Evil blight, Freedom of movement, Hammer of the gods, Aura versus alignment, Awaken, Sunbeam, Prayer
   - magic circle agains alignment scroll is now unusable by druids and rangers
   - added War Cry spell scroll
   - few robes appearance was changed to use robe model (Duergar Mage Robe, Master Adventurer's Robe, Robe of Energy)
   - epic traps identified
        - some wands can now be used by more classes, basically those who have the spell on it in their spellbook too.
   - added Immunity: Death Magic into all demilich properties
   - Dusty Rose Ioun Stone ac type is now dodge, this can be turned off via module switch
   - added +1 ride skill bonus into Luckstone amulet
- fixed the Z-Axis positioning error with the Potion placeable model (gi_potion.mdl). (NWNEnhanced team)
- removed default wooden door portrait, most pre-1.70 placed door wont show up any portrait, only radial menu
- projectile traps:
   - spells fired from projectile traps now ignores spell resistance/immunity/mantle
   - spells fired from projectile traps now have correct caster level as per trap script
   - spell DC changed between different trap difficulty versions
   - projectile trap dart, shuriken, arrow and bolt rewritten from scratch as they did nothing

Server-side only:
- fixed server crash at death/unpolymorph of the polymorphed character with low on hitpoints
- DM possessed NPC (any) now fires default OnDeath script nw_c2_default7 when dies - this fixes custom XP rewards or any death-based script issues possible

Client-side only:
- added emote icons for easy use (The Amethyst Dragon)
- rebalanced recommended starting abilities for each class
- Sounds:
   - annoying sound when firing elemental projectiles or from bow with elemental damage itemproperties removed
   - loud sounds from patch 1.69 were deadened a bit (golems soundset, crystal material -5dB)
   - Dumb hero voiceset fixed (cuss wasn't available)
- actions.2da
   - icon for walking around changed to new custom one (Gerder)
- Fixed Scroll Alpha (fire&ice & Melliuc)
- Drider animation fix (kroko)
- Platinum-haired Nymph (Blackfire)
- gorgon uv mapping fix (Ben Harrison)
- dire boar uv mapping fix (Ben Harrison)
- Linu head fix (Mordaedil)
- Immunity Icons (Mordaedil)
- added better hands and foots (kurairyu & NWNEnhanced team)
- added colored lips/eyes/eyebrows (DeathFace & Shadooow)
- fixed textures on five large shields from patch 1.69 (NWNEnhanced team)
- shrinked oversized gnome shin and forearm models to 70% of their size
- large phenotype model parts size corrected (see full readme for details)
- itempropdef.2da - changed bonus name for ability itemproperties to "Ability bonus"

Scripts:
- benefits for incorporeal creatures are now supernatural, thus they won't disappear after (force) rest
- Turn resistance enabled for player characters
- fixed not copying local variables when dyeing an item
- fixed double respawn bug
- fixed action cancel from death effect if the character is immune (only applies for spells rewritten onto new spell engine)
- fixed a bug in "target check" function that made creatures to hurt themselves with their spells on higher difficulties
- fixed a bug in several spells and special abilities that made creatures to hurt others from their own faction
- magic immunity is applied before spell mantle effect. Which means, that for example Fire Arrow spell won't remove spell mantle effect if the target is also protected by globe of invulnerability spell
- mobile AOE spells now works 100% reliable
- AOE effects created from special abilities such as auras were set to be permanent, supernatural and undispellable
- fixed bug in ResistSpell function when used inside AOEs that allowed to bypass target immunity or make yourself immune -> this also comes with a change that a spell mantle effect is no longer used for AOE effects
- empower metamagic now affect only dice so many spells does lesser damage than before, or in particular ability boost spells like bull's strenght now grants 2-7 bonus instead of 3-7
- all saving throws in any spell or special ability united to the "don't roll if immune" behavior
- AI:
   - creatures at very high difficulty are using auras instantly
   - confused creatures will now attack only those they can see or hear
   - creatures in any disabled state (confused, frightened, turned) won't attack when spell is cast on them anymore.
   - creatures will spam knockdown feat a little less often.
   - creatures will never ignore the Greater Sanctuary effect anymore. This effectively fixes the inv+GS issue.
   - creatures now won't waste smites on wrong (neutral) targets   
   - creatures now won't use rapid shot with melee weapon (which resulted in doing nothing)
   - spellcasters won't attack melee earlier than they cast everything what works.
   - creatures inside (multiple) AOEs won't stop attacking. Also they wont teleport to the caster once he leave the current area.
   - clever creatures will ignore or immediately dispell the Black Blade of Disaster.
   - fixed turning undeads used by NPCs on vermins
   - npcs won't try to turn undead anymore, if their turning level is not high enough
   - casters switch back to offensive if their target suddenly can sees them
   - casters with HIPS won't attack melee anymore but rather HIPS-cast
   - creatures won't waste full-heal talents if they are not wounded badly
   - undead creatures are now able to use Harm and lesser inflict spells, and even custom potions with these spells to heal themselves
   - creatures won't move towards target when casting Time Stop spell
   - creatures won't recast true seeing/see invisible spells if they still have old spell's effects on them
   - creatures will use level draining bolt or pulse despite their target is drained already
   - creatures will ignore AOEs they are inside, if they are immune to that AOEs effects
   - creatures will substitute a negative energy talent with best healing talent if they are dealing with undead opponent
   - and many minor improvements in AI (removed some immunity checks so creatures will try certain spells even when target is immune, better code to handle HP limit in Power Word: Death spell, creatures with true seeing itemproperty may cast darkness, and mainly improved efficiency)
   - Shadow's special AI rewritten to make his attack more effective and to fix an issue when shadow stopped attacking
* For hundred of spell/feat/special ability/trap related changes see 170scriptfixes.txt

I survived the Blue Water Inn Massacre and all I got was this t-shirt.

Emomina

  • Dark Power
  • ******
  • Posts: 2645
Re: NWN 1.70 Patch
« Reply #10 on: January 13, 2012, 08:04:24 PM »
(con.)
TOOLSET:
- Item level restrictions have been dropped for level 40 characters. If a builder wishes to make an "uber" item that is usable (at level 40) with item level restrictions on, he is now able to.
- added new module switches that triggers module-related features:
   - switch to fix AOE heartbeat issue
   - switch to fix "overfilled stores causing lags" issue
   - switch to disable ResistSpell check inside AOE spell effects
   - switch to enforce Spell Immunity precedence inside ResistSpell check
   - and many spell/creature/item related switches (see full readme for details)
- several new creature flags for custom content that allows to set creature being immune to drown, mark it as flying or mindless being
- several spell-related creature/item flags to allow override some spell informations
- new Item Cost adjust itemproperty to allow increase or decrease cost by any ammount
- new weapon visual effect "None" to allow disable default weapon VFX thats coming from high damage/other itemproperty
- added portraits into fish group placeables (CEP2 team)
- added portraits into some door blueprints in default palette (TheSpiritedLass & Shadooow)
- new placeable blueprints for secret placeables (Slasher & Shadooow & Pstemarie)
- added missing description to some doors
- reorganized trigger palette, namely traps
- all projectile traps placeables are now set non-static

TEXT DESCRIPTIONS (dialog.tlk) changes:
- Devastating critical - removed weapon focus prereq
- Artist (missing prereq, bonus)
- Clarity - spell school was changed to Necromancy
- Disable trap - anyone can disarm DC 35
- Extra smiting - use: automatic
- Great smiting - use: automatic, character level changed to "smiting-able classes level"
- Epic Dodge - removed Dodge prereq
- Stonecunning - interior -> underground
- Thundering rage - Epic Barbarian -> Epic character, 50% -> 25% added note about saving throw
- Death armor - no save, no SR
- Dispells - no SR
- Mass charm - 1round/2levels
- Contagion - added filth fever
- Barkskin (6) changed to 7 and Barkskin (12) changed to 13
- Good Aim - mentioned it applies for sling as well
- Darkness - no SR
- Terrifying rage (description) - 1d6 to 1d3
- Bombardment spell description - capped at 20d8 (to reflect the spell balance coming with this patch)
- Sunbeam spell description - added note "affect oozes and plants as if they were undead" (to reflect new feature coming with this patch)
- Acid Traps names unified with other traps
- hide skill - invisibility wrong note removed
- Destruction - added Death descriptor
- Feeblemind - touch attack note removed
- all dispells - DC calculation corrected
- Continual flame - innate level and description corrected
- Blackstaff - spell resistance correction
- Ball of lightning - area of effect correction
- Creeping doom - damage correction
- Horrid wilting - range correction
- Planar Turning - automatic
- Vine mine duration corrected to round/level to match script
- corrected names of few spells in specific spell immunity itemproperty
- PDK feats feedback externalized
- changed outdated load-hints to refer to the new NWN community site at www.neverwinternights.info
- Some typos fixed, missing spaces added, extra spaces removed...

SPECIAL EXTERNAL UTILITIES:
- Auto 2DA Merger Utility to easily merge your 2da files (see readme inside builders resources)
- "Skloňování jména postavy", the CZECH version-only utility that implements language inflection into main character name for all three official campaigns
I survived the Blue Water Inn Massacre and all I got was this t-shirt.

APorg

  • Dark Power
  • ******
  • Posts: 5336
  • Fanatic Xenophile
Re: NWN 1.70 Patch
« Reply #11 on: January 13, 2012, 11:19:10 PM »
Quick question, does anyone know if this patch will make the solo campaigns have correctly-working Divine Shield/Might Feats? (i.e. reflexive use like on here.) I've always been disappointed that those Feats sucked in the solo play-through.
“Moral wounds have this peculiarity - they may be hidden, but they never close; always painful, always ready to bleed when touched, they remain fresh and open in the heart.”
― Alexandre Dumas, The Count of Monte Cristo

hugolino

  • Dark Lord
  • *****
  • Posts: 565
Re: NWN 1.70 Patch
« Reply #12 on: January 14, 2012, 11:20:37 AM »
/*
1.70 SCRIPT FIXES FULL DESCRIPTION

Most of these fixes are invisible for player or at least the bugs wasn't negative for players so noone noticed/complained.

I also tried to keep Bioware's intent, because this was meant as "spell fixes package" not "spell balance package". However several new features were added, mostly VFX related.


////////////////////////////////////////////////////////////////////////////////
//                             SPELL SCRIPT FIXES                             //
////////////////////////////////////////////////////////////////////////////////

All Ability spells - Bull's strength, Cat's grace, Owl's wisdom, Fox's cunning, Eagle's splendor, Endurance and their greater versions
- empower metamagic empowered total damage not just dice part
> empower fix resulted in bonus 2-7 instead of 3-7 in greater version bonus was accidentaly correct
- BG's version of Bull's strength stacks with normal
- Harper's version of Cat's grace and Eagle's splendor stacks with normal
> stacking issues solved via feat.2da
- Greater bull's strength removes any previous str bonuses - I believe this wasn't meant to not stack because other greater ability spells don't have it, however someone did this spell by copy&paste from Bull's Strength so thats it...

All weapon boost spells - Magic Weapon, Greater Magic Weapon, Bless Weapon, Blade Thirst, Flame Weapon, Darkfire, Holy Avenger, Deafening Clang
- weapon boost spells are now compatible with custom content, thus they will work for example with CEP weapons or Lance

Acid fog
- damage in heartbeat was same for all creatures in AOE
- saving throw in heartbeat did nothing
> saving throw was removed (hadn't better idea whats with it)

Aid
- temp HP stacking

Aura of vitality
> range increased to long (this is done via 2da)

Aura versus alignment
- if both Holy and Unholy auras were active, anyone striking the cleric took both divine and negative damage no matter what alignment was he.
> therefore they do not stacks with each other now

Awaken
- maximized version fixed
- the spell stacked before

Balagarn's Iron Horn
- spell was not considered as hostile

Bane
- spell didn't removed invisibility/GS effect
- missing delay for SR and saving throw VFX added
- immunity feedback corrected

Banishment
- area of effect was implemented around the caster (visually not correct because player can cast it at distant location)
- HD Pool was lowered only in case that target resisted the spell or suceeded in save
- killing method could fail in special case (magic damage immune/resistant + death magic immune)
- added delay as its usual in other similar spells

Battletide
- aoe signalized wrong spell ID
- damage decrease type changed to slashing so it affects any physical damage
> moving bug fixed, now caster gains benefit of aura all the time, (cannot guarantee the others,
thats module-related)

Bestow curse
- wrong signal event fixed

Bigby's Grasping Hand
- stunning visual effect removed if the target is mind/paralyse immune

Bigby's clenched fist
- added saving throw subtype (paralyse)

Black blade of disaster
- enhancement bonus wasn't calculated properly
- concentration check now take in consideration also these actions:
    - recover trap
    - examine trap
    - set trap
    - open lock
    - lock
(implemented in x2_inc_spellhook, nw_ch_ac1, nw_ch_ac3)

Blackstaff
- VFX added if cast on weapon on ground

Blade thirst
- signal event never fired
- VFX added if cast on weapon on ground

Bless
- spell was always centered to caster not target
- added VFX if cast on bolt at ground

Bless weapon
- duration was round/level if cast on bolt
- VFX added if cast on weapon on ground

Blood frenzy
- the spell couldn't be recast until expired
- character won't utter battle cry under silence effect/cast

Bombardment
- cap increased to 20 (since the minimum caster level to get this spell is 15 it was nonsense + dnd rules says the same)

Burning hands
- area of effect size prolonged to 11.0 to match the distance of the cone usage/visual
- cone could in certain circumstances affect caster (specific angle, full PvP, spell mantle protection)

Call lightning
- lighting bolt VFX now appears also in case of succeeded saving throw (missplaced) and also in case when corpse explodes

Charm Monster or Animal and Charm Person
- in certain circumstances, it could affect even wrong race like undead

Circle of doom
- Caster level was counted (twice) in the empowered version, now only dice is empowered

Cloud of bewilderment
- alignment immune creatures were ommited
- added delay into SR and saving throw's VFX
- allowed empower/maximize metamagic

Cloudkill
- damage in heartbeat was same for all creatures in AOE
- alignment/race immune creatures were ommited
- had double death VFX

Color spray
- fixed self targetting which could happen in specific circumstances
- empower metamagic empowered total value not just dice part
> empower fix resulted in damage 6-9 instead of 6-10

Combust
- empower metamagic empowered total value not just dice part
> empower fix resulted in damage 6-28 instead of 7-33 (spell caster levels 3-10) and 4-19 instead of 6-24 (spell caster levels 3-10) for secondary damage

Cone of cold
- fixed self targetting which could happen in specific circumstances

Confusion
- extended metamagic didn't work

Continual flame
- the spell now effectively dispells a Shadowblend special ability effects
- any item that this spell is cast at is now marked as stolen to disable the cast/sell exploit
> a module switch have been added to disable this feature (see x2_inc_switches)

Creeping doom
- SR check in AOE enter removed
- did no damage last round where AOE reached 1k dmg
- damage is d6(round) (spell description was changed to reflect this)
- d20 damage at enter is still not counted towards 1k damage cap (intent)

Crumble
- was missing target check and could affect friendly targets at no-pvp area

Endure elements
- extended version now last 48hours (was 24 as non-extended)
« Last Edit: January 14, 2012, 12:12:31 PM by hugolino »

hugolino

  • Dark Lord
  • *****
  • Posts: 565
Re: NWN 1.70 Patch
« Reply #13 on: January 14, 2012, 11:21:32 AM »
Darkfire
- VFX added if cast on weapon on ground

Darkness
- invisibility is granted even casters immune to darkness

Deafning clang
- VFX added if cast on weapon on ground

Destruction
- saving throw subtype changed to death

Dirge
- aoe signalized wrong spell ID
- moving bug fixed, now caster gains benefit of aura all the time, (cannot guarantee the others, thats module-related)

Dismissal
- area effect is now centered on target (location) (was on caster)

Divine power
- was removing temporary hitpoits even from other sources

Dominate animal, Dominate monster
- signal event now don't fire on wrong target (eg. under pvp settings protection)

Dominate person
- signal event now don't fire on wrong target (eg. under pvp settings protection)
- added monstrous humanoids into affected races list (when compared against Charm person and Hold person, only Domintate person didn't included them)

Doom
- missing saving throw VFX added
- immunity feedback corrected
- SR check moved before saving throw check

Drown
- in certain circumstances, it could affect even wrong race like undead
- added additional creatures being immune: oozes and various creatures of water or aquatic subtype
- added immunity feedback to caster in case the target is immune

Entangle
- incorporeal creatures could been affected
- added delay into applications of effects and VFXs

Evard's black tentacles
- grapple size bonus for medium sized characters fixed
- empower metamagic empowered total value not just dice part
- saving throw subtype changed to paralyse
> empower fix resulted in tentacle number 8-26 instead of 12-36 (for caster levels 7-20) and damage 5-13 instead of 7-15

Fire storm
- capped at lvl 20
- fixed special case where target wasn't damaged at all (evasion, failed in first save but suceeded in second one)
- damage values were always even
> special odd value workaround added, so either divine or fire damage will be odd to match total damage value (at least until evasion 1/2 is applied)

Fireball
- removed special spell ID check that disabled custom content

Finger of death
- empower metamagic empowered total damage not just dice part
- corrected the immunity check
> empower fix resulted in damage 17-57 instead of 24-87 (spell caster levels 13-40, yea serious nerf)

Fear
- added missing effect and duration scalling by game difficulty

Feeblemind
- caster level wasn't properly set to 1 when lower (that probably couldn't happened anyway)
- beam VFX didn't appeared when target resisted spell or succeeded in will save
- missing saving throw or immunity VFX
- immunity feedback was spoken as whisper
- maximized metamagic fixed (was quadrupling the result of the dice)

Flame strike
- fixed special case when damage wasn't applied (evasion, failed in first save but succeeded in second one)
- damage values were always even
> special odd value workaround added, so either divine or fire damage will be odd to match total damage value (at least until evasion 1/2 is applied)

Flame weapon
- VFX added if cast on weapon on ground

Gate
> removed loot from summoned balor

Geedle's electric loop
- always tried to stun creature with improved evasion who suceeded in first save

Ghoul touch
- empower metamagic empowered total value not just dice part
- saving throw subtype changed to paralyse
> empower fix resulted in duration 3-11 instead of 4-13 rounds

Ghoul touch: AOE enter
- added metamagic into duration
- added saving throw subtype (poison) and immunity handling
- added missing signal event

Glyph of Warding
- DC for this spell was always 14
- will vanish after rest
- this spell doesn't allowed spellcraft saving throw bonus
> total rewrite, i don't know why someone used such heavy workarounds for something such trivial. So now I will create AOE which will handle everything. Well almost, since VFX can't be applied on the AOE object and any VFX linked with it disappear immediately and since there is a module switch to make the glyph of warding invisible I had to use placeable to do it. The best would be to add the VFX into AOE directly via 2da and then tell the builder that he can remove it from 2da if he want it invisible, but how do I explain nonfunction module switch :). Ok so the placeable is just VFX holder nothing more, the AOE do everything itself. Stacking is disabled as it was in original, thought it may be enabled. Note: placeable does run heartbeat with trivial check for

Grease
- incorporeal creatures could been affected
- added missing signal event
+ flying creatures are immune

Great thunderclap
- was missing delay in saving throw VFX

Greater magic weapon
- VFX added if cast on weapon on ground

Greater planar binding
- added saving throw subtype (paralyse)

Greater ruin epic spell
- spell now same as any non-epic direct target spell can hurt even neutral target

Greater spell mantle
- empower metamagic empowered total value not just dice part
> empower fix resulted in spell levels 11-28 instead of 16-33

Gust of wind
- was missing delay in VFXs
- added Stonehold into list of "blown-able" AOEs

Harm and all Inflict spells
> touch attack removed if cast on undead (roll wasn't used in this case anyway)

Heal and Mass Heal
- dying targets wasn't healed to their maximum hitpoints

Healing circle
- empower metamagic empowered total value not just dice part
> empower fix resulted in value 10-32 instead of 15-42

Healing sting
- empower metamagic empowered total value not just dice part
> empower fix resulted in value 6-49 instead of 9-69 (caster levels 5-40)

Hellball epic spell
- spell won't damage/knockdown caster if cast on self (a balance change in order to improve epic spells in general)

Hold animal, Hold monster and Hold person
- added saving throw subtype (paralyse)

Horizikal's boom
- saving throw subtype changed to none (this will make a mind immune creature force to take their save against the blinding there)

Ice dagger
- removed delay from VFX and effect applications

Inferno
- was missing delay in SR VFX
- incorrect VFX when spell was resisted
- was missing target check and could affect friendly targets at no-pvp area

Infestation of maggots
- spell did nothing if target suffered from secondary effect of this spell
- killing method could fail in special case (magic damage immune/resistant creature)
- disease immune creatures aren't affected now
- removed incorrect delay from VFX and effect applications
- fixed a little glitch that could happen with immortal creatures

Keen edge
- VFX added if cast on weapon on ground

Lesser planar binding
- added saving throw subtype (paralyse)
- added missing saving throw VFX

Lesser spell mantle
- empower metamagic empowered total value not just dice part
> empower fix resulted in spell levels 7-12 instead of 10-15

Lightning bolt
- spell resistance VFX delayed as its usual in other spells

Mage armor
- fixed stacking issue with shadow conjuration variant

Magic circle against alignment
> fixed loss of bonus when player with his own circle was subject to someone other's circle
> moving bug fixed, now caster gains benefit of aura all the time, (cannot guarantee the others, thats module-related)

Magic missile
- empower metamagic empowered total value not just dice part
> empower fix resulted in damage 2-7 instead of 3-7

Magic vestment
- never auto-targetted any shield if cast at character (without armor)
- VFX added if cast on weapon on ground

Magic weapon
- VFX added if cast on weapon on ground

Mass charm
- was doing charm effect even for players (replaced for daze in this case)
- HD pool check corrected (if found target with HD matching HD pool)
- HD pool decreased also in case of spell being resisted
- added scaling by difficulty into duration
- added delay into SR and saving throw's VFX

Mass haste
- removed number allies affected cap
> there have been cap to the number of allies affect to be equal caster level, however since the player's lowest caster level is 11 and the fact that extended version doubled this cap, it wasn't reasonable anyway, furthermore the spell's description says "all"

Melf's Acid arrow
- spell did nothing if target suffered from secondary effect of this spell
- SR VFX wasn't delayed
- incorrect VFX when spell was resisted
> now does at least initial damage instead nothing

Mestil's acid breath
- cone could in certain circumstances affect caster

Mind Fog
- was missing immunity feedback
- wrong SR check

Nature balance
- empower metamagic empowered total value not just dice part
- added delay into SR VFX
> empower fix resulted in healing 19-76 instead of 27-96 (caster levels 15-40)

Negative energy burst
- didn't worked on friendly undead on low difficulty setting
- empower metamagic empowered total damage not just dice part
- undead took saving throw and healing could be halved in case of suceed in save
- saving throw happened before resist check
- delay at saving throw VFX was always 0.0 for first target
- SpellCastAt event was signaled after spell resist check
> empower fix resulted in damage 6-32 instead of 9-42 (caster levels 5-20)

Negative energy ray
- ray VFX didn't appeared at friendly targets on low difficulty

Phantasmal Killer
- second saving throw subtype changed to fear (as per spell's descriptors)
- missing feedback when target was fear immune

Planar binding
- added saving throw subtype (paralyse)

Prismatic spray
- cone could in certain circumstances affect caster
- delay for VFX corrected (was always 0.5 for all targets)
- added saving throw subtype (paralyse) versus paralyse effect
« Last Edit: January 14, 2012, 12:09:27 PM by hugolino »

hugolino

  • Dark Lord
  • *****
  • Posts: 565
Re: NWN 1.70 Patch
« Reply #14 on: January 14, 2012, 11:22:03 AM »
Ray of enfeeblement
- empower metamagic empowered total damage not just dice part
- ray VFX didn't appeared at friendly targets on low difficulty
> empower fix resulted in damage 2-14 instead of 3-16

Ray of frost
- empower metamagic empowered total damage not just dice part
> empower fix resulted in damage 2-7 instead of 3-7

Regenerate
- was stacking with itself

Shelgarn's persistent blade
- damage reduction was 25 instead of 5

Shield of faith
- did signalized wrong spell ID

Silence
- if cast on ally the effect bypass spell resistance/immunity properly
- moving bug fixed, now caster gains benefit of aura all the time, (cannot guarantee the others, thats module-related)

Scare
- attack and damage penalty affected also fear/mind immune
> i changed the implementation to be closer to dnd rules, so now the target that fails the saving throw get fear effect but not the ab/dmg penalty, which is reserved for those whose success in save

Slay living
- empower metamagic empowered total damage not just dice part
- touch attack occured too late
> empower fix resulted in damage 13-67 instead of 18-87 (caster levels 9-40)
> touch attack united with other similar spells to "first touch then ask" behaviour

Sleep
- zzZZZ vfx could appeared on immune creatures
- empower metamagic empowered total damage not just dice part
- there was another bonus (+2) to the duration
> empower fix resulted in HD 5-10 instead of 7-12

Spell mantle
- empower metamagic empowered total damage not just dice part
> empower fix resulted in spell levels 9-20 instead of 13-24

Spike growth
- aoe did set up wrong exit script
- aoe will vanish with caster
+ flying and incorporeal creatures are immune

Stinking Cloud
- alignment immune creatures were ommited
- was missing immunity feedback
- corrected delay for VFX/saves applications
- now properly removes any old daze effects, if the target succeds in the save

Stoneskin
- stacked with shades variant

Storm of vengeace
- the spell didn't do any damage last tenth round of the duration
- damage in heartbeat was same for all creatures in AOE
- aoe will vanish with caster

Sun burst
- was missing delay in VFXs (delay was there, but wasn't ever initialized)
- was missing saving throw VFX
- killing method could fail in special case (magic damage immune/resistant vampire)

Sunbeam
- second save at DC 0 removed
- damage wasn't properly calculated in case that there would be both undead and non-undead creatures in AoE
+ oozes and plants takes full damage as if they were undead (technically since there isn't plant race in vanilla NWN, this is done via subrace field which should contain "plant" (not case-sensitive))

Tashas's hideous laughter
- alignment immune creatures were ommited
- was missing maximize and empower metamagic in duration calculation

Time Stop
- spell affect in multiplayer only area where the spell was cast

Undeath to death
- line of sight wasn't checked, spell now doesn't affect creatures behind walls
- saving throw check occured before SR check
- maximized version of this spell wasn't properly capped
- spell affected the most distant creatures first instead of nearest
- killing method could fail in special case (divine damage immune/resistant undead)

Vampire touch
- all temp hitpoints was removed even from other sources
- temp hitpoints were removed even in case that target was dead

Vine mine, Camouflage
- extend metamagic didn't worked
- aoe signalized wrong spell ID

Vine mine, Entangle
- extend metamagic didn't worked
- aoe signalized wrong spell ID
- incorporeal creatures could been affected
- added delay into applications of effects and VFXs

Vine mine, Hamper movement
- extend metamagic didn't work
- aoe signalized wrong spell ID
- incorporeal creatures could been affected
- didn't removed all applications of the slow effect from this spell

Wail of the Banshee
- had double death VFX
- spell now affect targets gradually per description
- delay on VFX/effect halved (in order to limit the immunity swap exploit)
- deaf/silenced creatures are not affected anymore (sound descriptor)

Weird
- had double death VFX
- missing death VFX when spell killed creature lower than 4HD
- second saving throw subtype changed to fear (as per spell's descriptors)
- missing feedback when target was fear or mind spells immune

Wounding whispers
- damage wasn't random
« Last Edit: January 14, 2012, 12:04:04 PM by hugolino »

hugolino

  • Dark Lord
  • *****
  • Posts: 565
Re: NWN 1.70 Patch
« Reply #15 on: January 14, 2012, 11:23:06 AM »
/////////////////// spell-like ability, items and feats fixes //////////////////

All auras
- made them supernatural and undispellable
Aura of blinding (nw_s1_aurablinda)
- wrong duration calculation (unified with other auras)
Aura of fear (nw_s1_aurafeara)
- added scaling into fear effect
- works only once per each creature entering
Aura of fire, electricity, cold
- DC corrected
Aura of protection
- added missing signal event
- moving bug fixed, now caster gains benefit of aura all the time, (cannot guarantee the others, thats module-related)
Aura of unearthly visage
- DC corrected to use HD
Aura of hellfire
- moving bug fixed
Dragon fear aura
- added scaling into fear effect
- aoe signalized wrong spell ID
- works only once per each creature entering
Stinking cloud
- alignment immune creatures were ommited
- was missing immunity feedback
Troglodyte stench
- alignment immune creatures were ommited
- was missing immunity feedback
Tyrant zombie fog
- poison immunity prevents constitution decrease

All bolts spellabilities (nw_s1_blt*)
Bolt: acid, cold, fire, knockdown, lightning, shards
- critical hit damage corrected (damage was always even before)
Bolt: death
- death VFX enabled (was uncommented from some reason)
Bolt: paralyse
- added scaling into paralyse effect
Bolt: web (nw_s1_bltweb)
- incorporeal creatures could been affected

All cone spellabilities (nw_s1_cone*)
- area of effect size prolonged to 11.0 to match the distance of the cone usage/visual
- wrong target check (could affect other NPCs)(except fire)
- DC corrected to use HD (acid, electric, sonic)
- successful save reduced damage for all remaining creatures in the area of effect (except poison and disease)
- damage was the same for all creatures in AoE (except poison and cone)
- shape size wasn't correct (started with 10.0 then continued with 11.0, which caused issues)
- VFX now appear only if failed in save as its usual in other spells
Cone: sonic
- saving throw subtype fixed

All dragon's breaths (nw_s1_drag*)
- wrong target check (could affect other NPCs)
- damage was the same for all creatures in AoE
> breath weapon damage and DC calculation changed in order to allow higher values for custom content dragons with 40+ HD. DC calculation is now 10+1/2 dragon's HD+dragon's constitution modifier (so builder can adjust it).
Dragon breath: fire, acid, cold, lightning, gas
- old evasion behaviour (now when evasion was applied will appear in log)
Dragon breath: paralyse
- wrong duration scaling calculation (cumulative for each target in AoE)
- added scaling of the effect by difficulty
- added saving throw subtype (paralyse)
Dragon breath: sleep
- zzZZZ vfx appeared on immune creatures
Dragon breath: acid
- damage dice calculation wasn't correct for some HDs
Dragon breath: fear
- duration unified with other breaths (was several times higher than other breaths)
Dragon breath: weak (str decrease)
- saving throw type changed to fortitude
Dragon breath: lightning
- did signalized wrong spell id
Dragon breath: prismatic
- duration of blindness unified with other breaths (was several times higher than other breaths)
- delay for VFX corrected (was always 0.5 for all targets)
- added saving throw subtype (paralyse) versus paralyse effect

All gaze spellabilities (nw_s1_gaze*)
- area of effect size prolonged to 11.0 to match the distance of the cone usage/visual
- wrong target check (could affect other NPCs or itself (Gaze: doom))
- wrong duration calculation (cumulative for each target in AoE)
- wrong effect calculation (cumulative for each target in AoE)
Gaze: paralyse
- added saving throw subtype (paralyse)
- added stun VFX and scaling into paralyse effect
Gaze: petrify (x0_s1_petrgaze)
- was missing blinded check
Gaze: fear
- added scaling into fear effect
Gaze: doom
- added delay into VFX and effects applications
Krenshar scare
- ability fixed (NPC that tried to use it stop doing anything)

All howls (nw_s1_howl*)
- wrong target check (could affect other NPCs or itself (Gaze: doom))
- wrong duration calculation (cumulative for each target in AoE)
- wrong effect calculation (cumulative for each target in AoE and applied also
unscaled effect as well)
- added missing delay in saving throw VFX (stun, fear, doom)
Howl: fear
- added scaling into fear effect
Howl: paralyse
- added saving throw subtype (paralyse)
- added stun VFX and scaling into paralyse effect
Howl: stun and Howl: death
- DC corrected to use HD
Howl: doom
- removed SR check
- this howl didn't worked before at all

Ioun Stone: Dusty Rose - changed AC type to dodge to make this useable, however new module switch has been made for builders that wants to change the AC back to deflection see x2_inc_switches.

All pulses
- wrong target check (could affect other NPCs)
Pulse: holy
- signal event wasn't signalized properly in case of undead target
Pulse: level drain
- drain effect is now supernatural thus remains after rest
Pulse: lightning
- lightning beam vfx will appear always now
Pulse: negative
- did signalized wrong spell id
- signal event wasn't signalized properly in case of non-undead target
Pulse: vrock spores
- did signalized wrong spell id
Pulse: whirlwind
- damage was the same for all creatures in area of effect
- was missing signal event
+ disperses any cloud-like effect like gust of wind does

All AA's arrows
- critical hit damage corrected (damage was always even before)
Death arrow (x1_s2_deatharrow)
- Death arrow now applies death VFX when target fails, also it will always remove invisibility/Greater Sanctuary no matter if the arrow hit or not

All polymorphs (wildshape, greater wildshape, elemental shape, dragon shape, etc...)
- cured from horse include while retaining the shapeshifting horse check
- fixed server crash that occured if the character with constitution bonus died polymorphed

Barbarian's Rage
- stacked with mighty rage
- since the use per day is consumed, instead of doing nothing, reactivating this ability will overwrite old bonuses
- character won't utter battle cry under silence effect/cast

Bebilith web (x2_s1_bebweba, x2_s1_bebwebc)
- incorporeal creatures could been affected
- added missing signal event

Belker's Smoke Claws
- was unimplemented; now old code snippets fixed and implemented

Curse song
- added missing signal event into curse song (so it removes invisibility/GS)

Demilich's and Dracolich's paralyzing touch
- added saving throw subtype (paralyse)

Detect evil (unimplemented ability)
- wrong alignment check (was checked on caster, not target)

Dimensional door (Phase spider, blink dog teleportation) (nw_c2_dimdoor)
> the spider was intend to teleport if HP is lower then 50%, but that was 100% due to a bug

Divine might and Divine shield
- notify when user has no turn undead uses changed into floating text in order not to disturb other players

Divine wrath
- did signalized wrong spell ID

Dragon disciple breath weapon
- wrong target check (could affect other NPCs)
- damage was the same for all creatures in AoE
- old evasion behaviour (now when evasion was applied will appear in log)

Dragon wing buffet
- was unimplemented; now old code snippets fixed and implemented, feel free to add this  ability to your dragons!

Empty body
- since the use per day is consumed, instead of doing nothing, reactivating this ability will overwrite old bonuses

Evil blight (unimplemented spell, however scrolls are available)
- added delay into applications of effects and VFXs
- wrong signal event fixed

Eyeball familiar: (nw_s1_bltdaze,nw_s1_bltknckd,nw_s1_bltslow,x1_s1_eyebray)
- was missing no-pvp check
x1_s1_eyebray:
- no need to success in touch attack now if the target of the inflict ray is undead (touch attack won't be even made in this case)

Ferocity, Intensity, Rage (monster)
- duration calculation was bugged (from logic and comments unified to number of rounds of the creature's constitution modifier including the bonus from these special abilities, and thats also for ferocity which do not boosts constitution in order to make it last longer respectivelly same as other two abilities)
Intensity and Ferocity (all)
- added thundering & terrifying rage bonuses if creature have these feats
Ferocity 2
- bonuses were the same as in lesser version

Golem breath
- wrong target check (could affect other NPCs)

All grenades
- critical hit damage corrected
Alchemist fire
- VFX added if cast on weapon on ground
Choking powder
- did signalized wrong spell id
- alignment immune creatures were ommited
- was missing immunity feedback
Gag
- "splash" message won't appear anymore
- removed delay from effect and VFX applications
- wrong target check (could affect other NPCs)
Tanglefoot bag
- added missing woodland stride/incorporeal check
Thunderstone
- wrong target check (could affect other NPCs)
Caltrops
- caltrops didn't done any damage last round when the damage counter reached 25
- previous solution could left invisible placeable in area

Harpy song
- shape location wasn't correct (at least if used by creature)
- was doing charm effect even for players (replaced for daze in this case)
- added delay into SR and saving throw's VFX
- don't work under silenced effect anymore
- doesn't affect silenced or deafened creatures anymore

Hell hound Fire breath
- added missing evasion check

Hellish inferno
- was missing delay in SR VFX
- incorrect VFX when spell was resisted
- was missing target check and could affect friendly tarets at no-pvp area
> now does at least initial damage instead nothing

Hurl rock
- shape size wasn't correct (started with SMALL then continued with HUGE, which caused issues)
- DC calculation for shifter of lvl 10 wasn't correct

Mephit breaths (salt, steam) *or rather bolts
- saving throw removed (this is bolt, they don't have saving throws)
- critical hit damage corrected

Mighty rage
- can be now activated even when the activator is under effect of the standard rage, but still doesn't stack
- character won't utter battle cry under silence effect/cast

Planar rift (Black Blade of Disaster's onhit)
- added a special immunity workaround to prevent exploits, see full readme

Poison weapon
- may now poison user if he fails in dexterity check

Psionic charm monster
- wrong target check (could affect other NPCs)
- wrong effect calculation (cumulative for each target in AoE)

Psionic mind blast (creature's, shifter's, greater)
- was missing saving throw VFX
Greater mind blast
- added missing delay into effect applications

Psionic mass concussion
- was missing immunity feedback
- added delay into saving throw VFX

Purple Dragon Knight's feats:
- PDK feats cannot be used under many effects or when dying anymore
- Heroic Shield cannot be targetted on party member in different area anymore, also fixed an issue with relogging that could prevent further use of this ability
- feedback externalized into TLK

Shadowblend
- fixed AI behavior when creature is under continual spell effect
- VFX improved to better suit actual effect

Shadow special touch attack
- strength damage reduced to 1d4 from balance reasons
- killing method could fail in special case (magic damage immune/resistant + death magic immune)
- fixed immunity check and added signal event if shadow hits in order to remove invisibility

Shifter: azer fire stream
- damage wasn't calculated properly ((levels)*(1d4outcome) instead of (levels)d4)
- saving throw removed (this is bolt, they don't have saving throws)
- critical hit damage corrected

Shifter: spectre level drain
- immunity to negative levels was ommited in the case where target would ran out of levels
- killing the target if he ran out of levels could been resisted via death immunity
- critical hit damage corrected

Shifter: vampire dominate gaze
- ability could been wasted on mind immune target

Slaad Chaos Spittle
- critical hit damage corrected (damage was always even before)

Suck brain
- killing method could fail in special case (magic damage immune/resistant + death magic immune)

Terrifying rage
- immunity to fear/mind spells were ommited
- AOE set to be undispellable

Thundering rage
- thundering rage benefits are given into creature weapons or gauntlets (only deafness) if the activator don't have any weapons

Turn undead
- turn resistance itemproperty on PC character is taken into account (by default, GetTurnResistanceHD doesn't work on player character)
« Last Edit: January 14, 2012, 12:17:32 PM by hugolino »

hugolino

  • Dark Lord
  • *****
  • Posts: 565
Re: NWN 1.70 Patch
« Reply #16 on: January 14, 2012, 11:23:50 AM »
CHANGES TO ALL SPELLSCRIPTS:
These changes comes from include files or they are used for large group of spells and not spell-specific, so they are listed rather here.

All saving throws were united into the "do not roll at all, if immune" behavior. This unite also fixes the action cancel bug that occured when there was EffectDeath applied at character immune to death.

Target check united: Most pre-HotU spells had old target check; it worked fine, however the one from HotU have different behavior. Player could recognize it as the spells with old target check affected dead cretures, while the spells with new check don't. This also fixes the problem with spellabilities, which affected other NPCs as well. With  this comes the new constant into spellsIsTarget function as there was actually reason why half the spell had old target check. It was in order to allow to hurt neutral creatures with these spells as the new target check doenst allow this. For these spells were created new constant SPELL_TARGET_SINGLETARGET to allow damage even neutral creature if the player wishes so.

Self-targgeting: NPCs could hurt themselves with their spell or spellability on high difficulty because of a bug in the code meant for players.

Maximize/Empower metamagic handling unified: Most pre-expansions used different empower metamagic formula, which took into account total damage and then added half of it. However the expansion function MaximizeOrEmpower empowers only dice part (which is correct per dnd rules). I unified all spells to use MaximizeOrEmpower function, which means nerfing pre-expansion spells, as they did greater bonuses/damages before. But that was wrong. (And those who don't like nerfs, may now easily adjust the function to work like old spells used to and then recompile all spell scripts, which will result in empowered spells boost.)

Touch attack feedback: in case that spell is cast via OnHit from weapon/armor/shield, the item possessor won't see feedback.

Caster/Target switch: Several spells that can be cast only at self, gave bonuses solely to the caster. This wasn't however correct in all cases. For example if there would be custom potion with such spell and you would give it to your familiar/henchman, it would not be him who would get the bonuses, but you. This is now fixed. Also, this makes possible for custom content to simply adjust spells.2da and allow such spells to be cast at other targets and the spell will work in the builder's intend.
Affected spells list: Minor globe of invulnerability, Globe or invulnerability, Shield, Identify, Fire shield, Aura of glory, Divine favor, One with the land, Mestil's acid sheat, War cry, Tenser's Transformation, Blood frenzy, Entropic shield, Balagarn's iron horn, True strike, Wounding whispers, Battletide, Dirge

Spell mantle was tested before the immunity to spell levels. For example Fire Arrow spell previously stripped spell mantle no matter its a level 3 spell and should be blocked by globe.

AOE saving throws corrected, almost all AOE spells were inputting into MySavingThrows the OBJECT_SELF instead of GetAreaOfEffectCreator(), which could reject target's saving throw bonuses against alignment.

Fixed bug in ResistSpell function when used inside AOEs that allowed to bypass target immunity or to make yourself immune. This solution also comes with a change that a spell mantle effect is no longer used for AOE effects.

AOE special abilities like auras or bebilith web or feats like terrifying rage are now undispellable.

AOE signal event united to use OBJECT_SELF rather GetAreaOfEffectCreator(), Ěn OnSpellCastAt event you should test if the last caster is not AOE and if so, you can adjust your code on this fact, you can get the original caster by GetAreaOfEffectCreator() function here again. Previously some AOE spells signalized this event with AOE creator. AOEs affected: Acid Fog, Blade of Barrier, Web, Creeping Doom, Storm of Vengeance, Silence, Invisibility Purge, Glyph of Warding, Spike Growth, Vine Mine (all three variants), various creature's auras (fire, stun, cold, unearthly visage, unnatural, trogodlyte stench), Caltrops

////////////////////////////// other script fixes //////////////////////////////

All traps
Cold trap (minor)
- fixed visual effect (was fire)
Fire traps
- old evasion behaviour (now when evasion was applied will appear in log)
Electrical traps
- old evasion behaviour (now when evasion was applied will appear in log)
- all secondary targets took the same damage
- could affect one more secondary target, than intended
- will make a lightning beams even on those who do not take any damage and on the first target
- saving throw subtype changed to traps (to unify with other traps)
Sonic traps (except epic and deadly)
- was missing target check (trap could affect party members on low difficulty)
- all targets in aoe took the same damage (minor)
Spike traps
- impact VFX will now appear always
- DC was fixed (15) for all spike traps, now (minor 15, average 18, strong 21, deadly 30)
Tangle traps
- was missing target check (trap could affect party members on low difficulty)
Gas Traps
- could struck one target multiple times
- gas cloud will now lasts only one round

x2_inc_spellhook
- cured from horse include while retaining the shapeshifting horse check

nw_g0_confuse
- confused creatures in past tried to attack nearest creature no matter if that creature was visible to her
> now confused creature will attack nearest creature that she can see or heard

x2_pc_umdcheck
- changed free scroll casting to check for existence of any class that is the scroll limited to
> this will nerf bards and fixes divine casters
- UMD DC to cast from scroll have been changed to 7+(InnateLevel*3) in order to allow cast scrolls of lesser power to lower level characters

nw_c2_default9 (default creature OnSpawn script)
nw_ch_summon_9 (default summon OnSpawn script)

- benefits for incorporeal creatures are now supernatural, thus they won't disappear after (force) rest

nw_ch_ac9
- added benefits for incorporeal creatures

nw_c2_defaultb (default creature OnCastSpellAt script)
- fixed attacking from disabled states like fear
- fixed teleporting when struck by AOE in different area
- fixed flat-foot issue when target of multiple AOEs
- fixed cancel when struck by own spell
> implemented better AOE behavior

nw_o0_respawn, nw_o0_death
- fixed double respawn bug

x2_s2_dyearmor
- fixed not copying local variables when dyeing an item

////////////////////////////////////////////////////////////////////////////////
//                       new library: 70_inc_spells                           //
////////////////////////////////////////////////////////////////////////////////

spellsDeclareMajorVariables - new function that declares all spell informations before the spell script in order to:
    1) fix metamagic exploit (if spell was cast from item, it used to used metamagic
    value of the last caster's self-casted spell)
    2) fix bug in DC calculation for spell-like feats
    3) allow experienced scripting techniques like adjusting caster level easily
    without need to make some kind of "hack"
All instances of the spellscript specific's functions have been replaced with struct member, so scripter can change metamagic, caster, target, id, location, caster level, DC or item with guarantee it will work in all 1.70 default spell scripts. Scripter have to only recompile all of them.

GetDelayByRange - new function to spread time based on distance (used in Wail of Banshee and Undeath to death)


////////////////////////////////////////////////////////////////////////////////
//                      fixes in nw_i0_spells library                         //
////////////////////////////////////////////////////////////////////////////////

MySavingThrow - quite serious change there. I added a workaround for bug in saving throw functions. The thing is that they are supposed to return 2 when the target is immune against the effect we want to test. This happens in WillSave if we test the subject for the mind spells, but otherwise it won't happen. From player view, if he cast mind spell (but not fear spell) at something which is mind spells immune he won't see any saving throw roll, he gets feedback in combat log that the creature is immune to mind spells and the immune VFX is applied over creature's head. If he however cast death spell at death spells immune creature, he can see saving throw being made and saving throw VFX will be applied over creature's head, however feedback tell him that the creature is immune. I merely had to unify it because of the another problem with immunities (in case that you want to immunity block an effect that don't have the immunity handled in engine, you must use quite ugly workarounds) and because its almost impossible to change WillSave in way so it behave as other saving throw functions, I added special code that now returns 2 everytime when builder tests for the effect (specified with saving throw subtype) that is target immune to. This is very important to keep in mind when you want to apply death effect with supernatural subtype. For example if the implosion saving throw subtype haven't been changed to none (but this wasn't the reason I did it) it would immediatelly killed anyone immune to death spells without a roll (which could however happen if builder would removed caster's protection from the implosion effect because FortSave can return 2 but only when we test caster against himself). Also added a fix for action cancel from death effect which as the only one really return value of 2.

MyResistSpell_GetIsSpellImmune - new 1.70 private function to recalculate correct spell immunity and resistance for AOE spells or whenever ResistSpell function cannot be used.

MyResistSpell - added workarounds to enforce spell immunity be checked before  spell absorption and caster level override feature from this patch. Also implemented a workaround to recalculate spell immunity/resistance for AOE spells to avoid last spell cast exploits.

GetRandomDelay - now returns correct value, it never used to return fMinimumTime

CalcNumberOfAttacks - unused and wrong; removed.

GetScaledDuration - removed check if duration is higher than 3, reason is that npc with 3caster levels had longer spells than npc with 4caster levels values in parenthesis means how it was before this change
Code: [Select]
duration / easy / very easy / normal
1        / 1 (1)/ 1 (1)     / 1 (1)
2        / 1 (2)/ 2 (2)     / 1 (2)
3        / 1 (3)/ 3 (3)     / 1 (3)
4        / 1 (1)/ 1 (1)     / 2 (2)
5        / 1 (1)/ 1 (1)     / 2 (2)
6        / 1 (1)/ 1 (1)     / 3 (3)
7        / 1 (1)/ 1 (1)     / 3 (3)
8        / 2 (2)/ 2 (2)     / 4 (4)
9        / 2 (2)/ 2 (2)     / 4 (4)

GetScaledEffect - added immunity check for fear effect, previously at low difficulty, fear/mind immune PC that should been struck with fear was struct with attack penalty which bypassed the immunity

TrapDoElectricalDamage - this function is unused since patch 1.70!

////////////////////////////////////////////////////////////////////////////////
//                      fixes in x0_i0_spells library                         //
////////////////////////////////////////////////////////////////////////////////

spellsIsTarget - fixed bug that allowed npc casters to hurt themselves with their spells. Also added a new constant SPELL_TARGET_SINGLETARGET which lets hurt neutral creature for spell that uses this value. This is retroactive, the constant is defined in 70_inc_spells and x0_i0_spell library checks this only as direct number for compatibility reasons.

DoPetrification - function rewritten, reputation check and signal event have been  removed, these two actions should be handled in original spellscripts. Also duration halved at Very Easy difficulty and added workaround for immunity feedback with fixing double SR check for Flesh to Stone spell.

spellsIsImmuneToPetrification - function rewritten, immunity to petrification may now be granted by builder in toolset via variable on creature "IMMUNITY_PETRIFICATION" to value of 1, ResistSpell check moved into DoPetrification and Plot flag check removed as plot creatures are immune plus plot flag never worked before due to the bug in code

spellsIsFlying - added new creatures into consideration, also the flying status may now be granted by builder in toolset via variable on creature "FLYING" to value of 1.

spellsIsMindless - the mindless status may now be granted by builder in toolset via variable on creature "MINDLESS" to value of 1.

ArcaneArcherDamageDoneByBow - critical hit damage corrected (damage was always even before)

DoDirgeEffect - this function is unused since patch 1.70!

DoSpikeGrowth - this function is unused since patch 1.70!

DoGrenade - this function is unused since patch 1.70! use DoGrenadeBomb in 70_inc_spellfuncs

DoTrapSpike - this function is unused since patch 1.70!

spellsStinkingCloud - this function is unused since patch 1.70!

DoCaltropEffect - this function is unused since patch 1.70!

DoMagicFang - this function is unused since patch 1.70!

DoMissileStorm - this function is unused since patch 1.70! use DoMissileStormSpell in 70_inc_spellfuncs

spellsInflictTouchAttack - this function is unused since patch 1.70!

DoCamoflage - this function is unused since patch 1.70!

DoDirgeEffect - this function is unused since patch 1.70!

spellsIsImmuneToDrown - new 1.70 function for drown spells, allows to set drowning immunity via a variable "IMMUNITY_DROWN" to value of 1.

There is just no positive to having a special function when its used once, max twice throughout all spellscripts and its problematic to change it in future since it makes backward compatibility issues...

////////////////////////////////////////////////////////////////////////////////
//                      fixes in x2_i0_spells library                         //
////////////////////////////////////////////////////////////////////////////////

GetSlashingWeapon - rewritten to use 2DA, thus making it compatible with custom content

GetMeleeWeapon - rewritten to use 2DA, thus making it compatible with custom content

GetIsMagicalItem - negative item properties, thieves tool and trap are not considered anymore, contrarily added into consideration an arcane spell failure and bonus spell slots

DoMindBlast - added missing saving throw VFX

EngulfAndDamage - added missing saving throw VFX, fixed immunity check to take in consideration alignment/race

DoCubeParalyse - fixed immunity check to take in consideration alignment/race, added missing saving throw VFX, changed saving throw subtype to paralyse

CreateGoodTideEffectsLink - this function is unused since patch 1.70!

CreateBadTideEffectsLink - this function is unused since patch 1.70!

GetBestAOEBehavior - improved to take immunities into account, for example target with immunity to knockdown will ignore grease - however it doesn't take into account spell immunity because of performance reasons

////////////////////////////////////////////////////////////////////////////////
//                      fixes in x2_inc_itemprop library                      //
////////////////////////////////////////////////////////////////////////////////

IPGetItemPropertyByID - added new itemproperties from patch 1.69

IPGetTargetedOrEquippedMeleeWeapon - added look up for left creature weapon that were ommited

IPGetTargetedOrEquippedArmor - fixed bug that this function never returned shield when casted on character as it checked base item of character instead of item in left hand

IPGetMeleeWeapon - rewritten to use 2DA, thus making it compatible with custom content

IPGetIsBludgeoningWeapon - function now consider bludgeoning+piercing weapons like morningstar
to be bludgeoning as well

IPSetWeaponEnhancementBonus - caps bonus to +20, in case that bHigherOnly is TRUE doesn't allow replace the old property by new if their enhancement bonus is equal

IPWildShapeCopyItemProperties - function now doesnt copy constitution bonuses in order to avoid crash at polymorph bug

IPGetBestConBonus - new 1.70 private function to deal with server crash at polymorph

////////////////////////////////////////////////////////////////////////////////
//                      fixes in x0_i0_projtrap library                       //
////////////////////////////////////////////////////////////////////////////////

Added a piece of code in order to allow to fix caster level and DC of spells cast. New code allows to make a projectile trap with any CL or DC you want. Also projectile traps now bypass Spell Resistance check.

////////////////////////////////////////////////////////////////////////////////
//                                    AI                                      //
////////////////////////////////////////////////////////////////////////////////

There were also many changes into default AI libraries and scripts, but since they shouldn't be touched by a regular user and since I also did quite big changes in  there, I won't describe my changes in details. Scripts and libraries affected:
nw_c2_defaultb
nw_ch_acb
nw_c2_default* - no changes into script but recompiled with modified libraries
nw_ch_ac* - no changes into script but recompiled with modified libraries
nw_i0_generic
x0_inc_generic
x0_i0_match
x0_i0_talent
x0_i0_equip

////////////////////////////////////////////////////////////////////////////////
//                            nwscript.nss                                    //
////////////////////////////////////////////////////////////////////////////////

Just to clarify why this engine file was modified - I added a SAVING_THROW_TYPE_PARALYSE constant. Its perfectly safe as constants are not enumerated by compiler.
« Last Edit: January 14, 2012, 12:19:42 PM by hugolino »

Budly

  • Dark Power
  • ******
  • Posts: 5945
Re: NWN 1.70 Patch
« Reply #17 on: January 14, 2012, 12:42:30 PM »
They shouldnt fix spells =/  I think servers themself should fiddle with that or do they make em "closer" to book?

But this! - Familiar & Companion Fixes (Ben Harrison & BCH & The Krit)

Wonder if its the same guy who was behind A Land of Dark Dreams! Was a pretty nice server back then.

hugolino

  • Dark Lord
  • *****
  • Posts: 565
Re: NWN 1.70 Patch
« Reply #18 on: January 14, 2012, 01:39:53 PM »
They shouldnt fix spells =/  I think servers themself should fiddle with that or do they make em "closer" to book?

I skimmed the patch notes. It seems the spell fixes make the code closer to the spell's description as well as checking for appropriate immunities and using the proper visual effects (for example, one cold spell used a fire visual effect). They also implement a few hidden spells and effects that were partially coded by Bioware but never integrated and made available in-game, such as the "dragon wing buffet" attack. In at least one or two cases, a change makes a spell conform better to the pen-and-paper version, but mainly because the in-game implementation was counter-intuitive. Since that only appears to happen once or twice, it doesn't seem the community patch focused on making NWN1 follow pen-and-paper rules.

Don't forget that server haks and such override this patch. So this doesn't conflict with server variations on spells and such.

Personally I love the fix to the Scare spell. Which familiar and companion fixes did you love?
« Last Edit: January 14, 2012, 01:54:17 PM by hugolino »

Budly

  • Dark Power
  • ******
  • Posts: 5945
Re: NWN 1.70 Patch
« Reply #19 on: January 14, 2012, 04:18:47 PM »
Oh I didnt read any companion fixes at all really. They are rebalancing or what are they aiming for?  :)

Purist

  • Red Academy
  • Dark Power
  • ******
  • Posts: 2277
Re: NWN 1.70 Patch
« Reply #20 on: January 14, 2012, 04:28:04 PM »
Do they plan to fix that bug when one is encumbered and then tries to step back, which causes the PC to hump back and forward in a really stupid way?

Bluebomber4evr

  • Head DM, Developer and Ravenloft Trivia Guru/Community Council
  • Administrator
  • Dark Power
  • *
  • Posts: 20622
    • http://www.nwnravenloft.com
Re: NWN 1.70 Patch
« Reply #21 on: January 14, 2012, 05:57:27 PM »
Do they plan to fix that bug when one is encumbered and then tries to step back, which causes the PC to hump back and forward in a really stupid way?
It's an unofficial community patch, so it's doubtful that it would fix something like that.

Bluebomber4evr: The Justice, not you, since 2002

hugolino

  • Dark Lord
  • *****
  • Posts: 565
Re: NWN 1.70 Patch
« Reply #22 on: January 14, 2012, 06:08:37 PM »
Oh I didnt read any companion fixes at all really. They are rebalancing or what are they aiming for?  :)

No clue. Only the spell script fixes are mentioned in detail in one document. The other fixes are only briefly listed in the main readme document, which you already saw.

Quote
- Familiar & Companion Fixes (Ben Harrison & BCH & The Krit)
- removed familiar dialog exploit
- removed companion dialog from summoned Elder Air Elemental, Ghoul, Ghast

I installed the Community Patch 1.70 on my NWN1 game, but it naturally doesn't have any affect on gameplay on PoTM since it would have to be installed on the server to take any effect there. On the plus side, it didn't break anything either.
« Last Edit: January 14, 2012, 06:14:25 PM by hugolino »

Mayvind

  • Red Academy
  • Dark Lord
  • *****
  • Posts: 748
  • I won't Bite
Re: NWN 1.70 Patch
« Reply #23 on: January 16, 2012, 10:54:30 AM »
...i like the idea of level 17 wizard able to cast EPIC SPELL ! :)

gah hope crushed have to be atleast totale level 21 ..
« Last Edit: January 16, 2012, 11:00:59 AM by Mayvind »

EberronBruce

  • Dark Power
  • ******
  • Posts: 1116
  • Legos
Re: NWN 1.70 Patch
« Reply #24 on: January 17, 2012, 03:59:47 AM »
I just skimmed over this.
My question being this,
Where do you get it? How can it be installed? Does it cause stability issues? Will it cause stability issues with windows 7? Are there bugs that it creates?