Author Topic: Hak Update 2_29 - Detailed List of Changes  (Read 8057 times)

EO

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Hak Update 2_29 - Detailed List of Changes
« on: April 04, 2023, 06:24:17 PM »
We've now loaded a new version of the hak on the test server to test new features and changes.

At this point we'll need your help testing this new content to make sure it works properly and there are no bugs. If you wish to help us test, you'll need to download the following haks:

-CEP 2.65 (if you don't already have it, download and extract to your My Documents\Neverwinter Nights\ folder)
-POTM Hak Test - 2_29a.7z (extract to your My Documents\Neverwinter Nights\ folder)

Once you have extracted both haks into the Neverwinter Nights folder, you will find our test server at IP Address & Port: 46.4.59.55:5124 - use it for "Direct Connect". Once connected, you can either use existing characters or create a new one, using the new class, which can be found at the bottom of the list of classes; all new characters can freely level up to level 20 on the test server for now. You can find more detailed information here.

Try to test as many things as possible, and report anything that feels off, or incorrect on the forums.

Class Changes & Fixes:

-Added 4 new animal companions: Lion, Mastiff, Raven, Stag.

-Added 4 new familiars: Homunculus, Krenshar, Shocker Lizard, Toad.

-Added missing Battle Caster feat to the Warlock's bonus feat list.

-Added Heal as a class skill to Beguilers and Crypt Raiders.

-Capped monk total speed (should not have a noticeable effect since effect stacking was capped).

-Fixed an issue which delayed the level at which Warlocks would get Lesser and Dark invocations.

-Added Favored Weapon (None) feat to Favored Souls to cover those whose deity has no favored weapon.

-Added Favored Enemy (ooze) to Grimetrekkers, and the list of available favored enemy feats for other classes.

-Added Create Undead as a level 5 spell to the Undeath domain.

-Fixed the Warlock's Fiendish Resistance prompting spell failure checks.

-Fixed the Warlock's Voracious Dispelling not working as an AOE.

-Added Battle Caster to the Warlock's feats list.

-Updated the appearance of shadow asp familiars.

Feat Changes:

-Added Eldritch Claws for Warlocks.

-Added bonus rogue feats: Light Sleeper and Face in the Crowd.

-Added trap feats: Trapmaster, Tactile Trapsmith

-Added touch spell feats: Spell Dodge, Critical Spell Strike.

-Added Disguise feats: Mimic, No Identity, Deceitful.

-Added ranged weapon feats: Dead Eye.

-Added racial feats to serve as prerequisites to fix issues with templates and subraces.

-Changed the damage type of Ki Blast from Magic to Force damage.

-Made it possible to select Expanded Aura of Courage.

-Added missing War Cry (Blooded One) and Daze (Feytouched)

Spell Changes:

-Changed the damage type of Magic Missile, Isaac's Lesser and Greater Magic Storm, Orb of Force, and Rainbow Beam from Magic to Force damage.

-Changed the damage type of Disintegrate, Eldritch Blast, Horrid Wilting, Magical Backlash, Painful Slumber of the Ages, Phantasmal Killer, Radiant Assault, Sunburst, Thalassemia, Thieves' Bane, Voracious Dispelling, Weird from Magic to Untyped damage.

-Added support for visual spell targeting to all spells.

-Fixed an issue with damage effects bypassing damage resistance.

-Made it possible to stack speed spells again.

-Added missing description to Hold Portal scrolls.

-Fixed issues with some spells not targeting items properly (Magic Insight, Unholy Sword, and some others).

Miscellaneous:

- Modified Pure Black and White to add more depth.

-Added 10 new persistent animations (9 animations from the Alternate Combat Pack and a crawling one). Those can be toggled by using @animation (type @animation help for details).

-Added 25 new player character voicesets from this pack.

-Decreased the weight of darts from 0.1 to 0.0lbs.

-Added skeletal versions of all player racial types.

-Added two new clothing options (235/236 for most equipment parts) from the CCC August 2022 pack.

-Added two new clothing options (235/236 for most equipment parts) from the CCC August 2022 pack.

-Added two new robe options (118 and 250).

-Added the scrap clothing models (models 187/188) from the CCC January 2023 pack.

-Added dozens of player-written books.

-Added several new tilesets and expansions to existing tilesets.

-Added 5 new caliban runt heads (50 to 54) to male gnomes and 6 new heads (50 to 55) to female gnomes.

-Fixed two problematic male dwarven heads (105 and 118).

-Added new tower shield model (239) (thanks to LegoRobot and Favee).

-Added new neck pieces (211 to 214) (thanks to Favee)

-Added new pauldron shoulder model (187) (thanks to Favee)

-Added new heavy flail (model 5, colors 1 to 3 for all three parts) (thanks to Favee)

-Added 8 new umbrella models from Stitch's Pack.

-Added hundreds of new placeables.

-Added six new reskinned estate couches (7680 to 7685).

-Added 450 visual effects from shadguy's VFX pack.

-Added Mandrills from the CCC October 2022.

-Added the skeletal cat from CCC 2022-11

-Added new von Zarovich horse model (thanks to Strigoi).

-Added dozens of new skyboxes.

-Added several ambient sounds from the following three packs: https://neverwintervault.org/project/nwn1/audio/sound/ambient-nature-loops / https://neverwintervault.org/project/nwn1/audio/music/creepy-jungle-loop / https://neverwintervault.org/project/nwn1/audio/sound/mak-modder-audio-kit

-Fixed a lingering issue Strahd's texture. (thanks to Strigoi)

-Fixed an issue with the toxodon model.

-Fixed issues with some shoe models introduced in the last update.

-Fixed issues with the Greatsword hilt on models 231 to 234 (thanks to LegoRobot)

-Fixed transparency issues with book and helmet icons.

-Adjusted the cost of magic staffs, wands to correspond to other equipped items.

-Reorganized the hak structure and removed duplicate content.
« Last Edit: May 20, 2023, 08:34:27 PM by EO »

EO

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Re: Hak Update 2_29 - Detailed List of Changes.
« Reply #1 on: April 04, 2023, 06:28:47 PM »
New Feats

Deceitful
Spoiler: show
Quote
Type of feat: General
Requirements: None.
Specifics: The character has a knack for disguising the truth. He gets a +2 bonus on all Disguise checks and Sleight of Hand checks.
Use: Automatic.


Mimic
Spoiler: show
Quote
Type of feat: General
Requirements: None.
Specifics: The character possesses a natural talent for impersonation. He gains a +2 bonus on Disguise and Perform skill checks.
Use: Automatic.


No Identity
Spoiler: show
Quote
Type of Feat: General
Prerequisite: Can only take this feat at 1st-level.
Specifics: The character is a living cipher. Thanks to his unremarkable appearance, attitude, and other factors, no one knows or well remembers anything about him. Even he doesn't know anything about his background or ancestry. His unremarkable nature grants him a +2 bonus to Disguise and Hide checks.
Use: Automatic.


Dead Eye
Spoiler: show
Quote
Type of Feat: General
Prerequisite: Dex 17+, Point Blank Shot, Weapon Focus (any ranged weapon), base attack bonus +14.
Specifics: The character's precision with ranged weapons translates into more telling strikes than he could normally make. He adds his Dexterity bonus on damage rolls made with bows and crossbows for which he has the Weapon Focus feat. Dead Eye does not increase the damage dealt by flintlock pistols and muskets.
Use: Automatic.


Spell Dodge
Spoiler: show
Quote
Type of Feat: General
Prerequisite: None.
Specifics: The character is adept at avoiding magical rays and similar effects. He gains a +2 dodge bonus to Armor Class against ranged touch attacks.
Use: Automatic.


Critical Spell Strike
Spoiler: show
Quote
Type of Feat: General
Prerequisite: Ability to cast level 1 spells.
Specifics: The character has a keen eye for targeting his spells and their effects are hard to resist. When he makes a touch attack (melee or ranged) with a spell and scores a critical hit, the save DC against that spell increases by 4.
Use: Automatic.


Tactile Trapsmith
Spoiler: show
Quote
Type of Feat: General
Prerequisite: None.
Specifics: The character can rely on his rapid reflexes and nimble fingers instead of his intellect when searching a room or when disabling a trap. He adds his Dexterity bonus (rather than his Intelligence bonus, if higher) on all Search and Disable Trap checks.
Use: Automatic.


Trapmaster
Spoiler: show
Quote
Type of Feat: General
Prerequisite: Int 13+, Uncanny Dodge III.
Specifics: The character has studied the funereal architecture and lethal traps of a dozen long-dead cultures. His familiarity with ancient tombs, vaults, and other such sites has instilled in him an uncanny knack for avoiding traps. He receives a +4 bonus on Reflex saves made against the effects of traps and a +2 bonus to Disable Trap.
Use: Automatic.


Light Sleeper
Spoiler: show
Quote
Type of Feat: Class
Prerequisite: Rogue level 10.
Specifics: The rogue's sensitivity to the slightest sound becomes so acute that it is almost impossible for him to fail to react to danger. Groups he is in no longer attract enemies when resting in dangerous areas.
Use: Automatic.


Face in the Crowd
Spoiler: show
Quote
Type of Feat: Class
Prerequisite: Rogue level 10.
Specifics: The rogue develops an uncanny ability to blend in while among large numbers of people. When within a crowd, the rogue may use Hide in Plain Sight. For the purposes of this feat, a crowd consists of at least five humanoid creatures within a 10-foot radius of the rogue.
Use: Automatic.


Eldritch Claws
Spoiler: show
Quote
Type of Feat: General
Prerequisite: Warlock level 3.
Specifics: The character can deliver his eldritch blast as a melee attack. As a free action, he can form the energy of his eldritch blast into a set of claws extending almost an entire foot from his hands. The character deals his normal amount of unarmed strike damage plus his eldritch blast damage for a duration of 1 turn, or until he uses an Eldritch Blast invocation or is no longer unarmed.
Use: Selected.
« Last Edit: April 04, 2023, 06:43:09 PM by EO »

Tohuvabohu

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Re: Hak Update 2_29 - Detailed List of Changes.
« Reply #2 on: April 04, 2023, 06:39:16 PM »
Would we be able to have screenshots of the new models and familiars being added?

EO

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Re: Hak Update 2_29 - Detailed List of Changes.
« Reply #3 on: April 04, 2023, 06:46:44 PM »
Would we be able to have screenshots of the new models and familiars being added?

No, this list is to help people testing. If you want to see them I strongly encourage you to go and test since any bugs not caught during the testing period will carry over to the main module and may take months to get fixed.

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Re: Hak Update 2_29 - Detailed List of Changes.
« Reply #4 on: April 04, 2023, 07:33:23 PM »
It does not appear the magical damage from Eldritch Claws is working as Magic Damage, or if it is supposed to be separate as "untyped damage" it isn't classifying it as that either.







Additionally, you can spam Eldritch Claws nonstop leading to some blinding VFX.
« Last Edit: April 04, 2023, 07:58:17 PM by Dardonas »

EO

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Re: Hak Update 2_29 - Detailed List of Changes.
« Reply #5 on: April 04, 2023, 07:56:27 PM »
It does not appear the magical damage from Eldritch Claws is working as Magic Damage.

Additionally, you can spam Eldritch Claws nonstop leading to some blinding VFX.

I'll fix the damage issue since it should be untyped damage rather than magical damage. As for the VFX, that's more of a test server problem.

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Re: Hak Update 2_29 - Detailed List of Changes.
« Reply #6 on: April 04, 2023, 07:59:11 PM »
It does not appear the magical damage from Eldritch Claws is working as Magic Damage.

Additionally, you can spam Eldritch Claws nonstop leading to some blinding VFX.

I'll fix the damage issue since it should be untyped damage rather than magical damage. As for the VFX, that's more of a test server problem.

It's the same issue for Eldritch Blast as well, where it is still popping up as magical damage.


Calad

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Re: Hak Update 2_29 - Detailed List of Changes.
« Reply #7 on: April 04, 2023, 08:51:11 PM »
Full fighter build with heavy crossbow focus, Dead Eye and Crossbow Sniper.

The +4 damage is from Greater Weapon Spec. Character has 20 Dex. There should be a +2 from Crossbow Sniper, then a +5 from Dead Eye, in total a +11, but instead there's this +1d6 piercing?

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Favee

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Re: Hak Update 2_29 - Detailed List of Changes.
« Reply #8 on: April 04, 2023, 09:04:36 PM »
"Face in the Crowd" feat does not grant an ability to use in the radial menu. 
Discord: Favee#4934

EO

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Re: Hak Update 2_29 - Detailed List of Changes.
« Reply #9 on: April 04, 2023, 09:25:53 PM »
I'll fix the following:

-Face in the Crowd not appearing on the radial
-Damage bonus from Dead Eye/Crossbow Sniper not working as intended
-Untyped damage not working as intended
-Transparency issues on some new clothing options

Thanks for the reports, keep them coming.

Ryujin

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Re: Hak Update 2_29 - Detailed List of Changes.
« Reply #10 on: April 04, 2023, 10:13:39 PM »
Is it intentional for Dead Eye not to work with slings, despite the prerequisite being weapon focus (any ranger weapon)

Currently the text only specifically mentions guns being excluded
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Orchidra

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Re: Hak Update 2_29 - Detailed List of Changes.
« Reply #11 on: April 05, 2023, 03:50:14 AM »
Edit: Already mentioned in EO's list of changes, my bad for not clocking that!
Spoiler: show
The female top (torso 187/188) from the Scrap Clothing appears quite sheer and NSFW. This can be seen from the screenshot provided in the CCC January 2023 entry on neverwintervaults, and I can confirm it's very revealing on the test server itself
« Last Edit: April 05, 2023, 05:49:43 AM by Orchidra »

Maffa

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Re: Hak Update 2_29 - Detailed List of Changes.
« Reply #12 on: April 05, 2023, 04:12:16 AM »
doesnt look much different from the default clotheless female top to me..?


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Orchidra

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Re: Hak Update 2_29 - Detailed List of Changes.
« Reply #13 on: April 05, 2023, 05:17:03 AM »
Edit: Already addressed!
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I would link to a close-up shot of the CCC January 2023 preview image of Stonehammer's Scrap Clothes if only it wasn't against forum rules to post adult material, but multiple users have confirmed to me the Scrap Clothing top looked blatantly nsfw in-game for them as well, whereas the default nude torso is covered up with underwear. You can even see in the Stonehammer's Scrap Clothes preview image that there is no default underwear beneath it.
« Last Edit: April 05, 2023, 05:48:51 AM by Orchidra »

Maffa

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Re: Hak Update 2_29 - Detailed List of Changes.
« Reply #14 on: April 05, 2023, 05:21:14 AM »
ill take the risk... you mean this?

(potentially NSFW, but... not in my opinion...)


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Duayne

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Re: Hak Update 2_29 - Detailed List of Changes.
« Reply #15 on: April 05, 2023, 05:38:42 AM »
Yeah.. Take a look in game and you'll see the issue immediately. Not really visible from the CCC screenshots.

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Re: Hak Update 2_29 - Detailed List of Changes.
« Reply #16 on: April 05, 2023, 05:40:21 AM »
That issue is reported and if not already fixed, it will be soon. See, EO's mention of transparency above.

Maffa

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Re: Hak Update 2_29 - Detailed List of Changes.
« Reply #17 on: April 05, 2023, 05:41:18 AM »
Ah i will give it a look in game on the test server then

edit: I saw.

Yeah.
« Last Edit: April 05, 2023, 05:53:32 AM by Maffa »


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Bounty

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Re: Hak Update 2_29 - Detailed List of Changes.
« Reply #18 on: April 05, 2023, 06:31:44 AM »
-Made it possible to stack speed spells again.

This does not seem to apply, from what i have tested.
I made a Voodan and cast - haste - expeditious retreat - longstrider, and ran the same length from vallaki gates to just past the temple where the cobble stone road ends.
I timed ~11sec each time no matter if i had just haste, haste+expeditious, haste+longstrider or haste+expeditious+longstrider


I see. Makes a lot more sense, thank you for clarifying EO!
« Last Edit: April 05, 2023, 09:18:41 AM by Bounty »

EO

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Re: Hak Update 2_29 - Detailed List of Changes.
« Reply #19 on: April 05, 2023, 08:13:31 AM »
Quote
This does not seem to apply, from what i have tested.
I made a Voodan and cast - haste - expeditious retreat - longstrider, and ran the same length from vallaki gates to just past the temple where the cobble stone road ends.
I timed ~11sec each time no matter if i had just haste, haste+expeditious, haste+longstrider or haste+expeditious+longstrider

Yeah, that works as intended, they stack but not the speed effect (that'd be ridiculous), so you're always capped at the maximal effect speed, which in this case is Haste, but once Haste ends, your Longstrider effect will remain, whereas before it was removed when you applied Haste.

Is it intentional for Dead Eye not to work with slings, despite the prerequisite being weapon focus (any ranger weapon)

Currently the text only specifically mentions guns being excluded


Yeah, it's working as intended since those are throwing weapons. The second sentence states what it works with but I'll add further clarifications:

Quote
He adds his Dexterity bonus on damage rolls made with bows and crossbows for which he has the Weapon Focus feat.
« Last Edit: April 05, 2023, 08:15:20 AM by EO »

Maffa

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Re: Hak Update 2_29 - Detailed List of Changes.
« Reply #20 on: April 05, 2023, 09:44:20 AM »
Not sure the rationale behind the change from Magic damage to Untype... does it mean it cannot be resisted? the damage has to come from somewhere..? what does it entails?


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Anastian

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Re: Hak Update 2_29 - Detailed List of Changes.
« Reply #21 on: April 05, 2023, 06:00:35 PM »
Would it be possible to reconsider dead eye being applicable to slings? From a mechanical perspective, slings are not considered thrown weapons on NWN, you add your STR bonus to damage only if the sling has a Mighty  property.
In general I think it would enable a few more niche builds with slings and even thrown weapons being a part of the options for dead eye. But if it discosts too much from source materials or I don't see the risk related to balance issues, I will easily retract this suggestion!
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Maffa

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Re: Hak Update 2_29 - Detailed List of Changes.
« Reply #22 on: April 06, 2023, 05:15:34 AM »
Not sure the rationale behind the change from Magic damage to Untype... does it mean it cannot be resisted? the damage has to come from somewhere..? what does it entails?

Following our mantra of replicating the D&D ruless and considering we can now add new damage types, we are updating spells that would deal force damage to it as per the source material.

We will add new items/features to resist that damage.

At this time it is only to be used for Force damage.

Does that mean that now there is the change and then the items/features will come on a later date? Will there be no way to resist it until you do?

I am deeply ignorant but i dont know if there is any ward or potion that can...


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Re: Hak Update 2_29 - Detailed List of Changes.
« Reply #23 on: April 06, 2023, 05:53:33 AM »
There's a stupidly rare shield somewhere that does magic resistance and/or magic immunity, so that won't work on the missile storms anymore.

Best guess is once this is in, they'll be more inclined to add force resistance items onto other gear (since previously bleedout was being managed as magic damage so they couldn't put the resistance onto something that wouldn't unequip on bleedout)

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Re: Hak Update 2_29 - Detailed List of Changes.
« Reply #24 on: April 06, 2023, 06:49:13 AM »
Also another question, will studied foe (monster hunter) damage (currently magical) become untyped?
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