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Bes Inc.
Classes / Class Abilities
Shifter:
- Problems with server autosaves fixed
- Problems with direct switching between forms fixed
- Missing gargoyle hide added
- Epic Dragon hides now granting +6 DR
- Tower shields now properly merge item properties

Red Dragon disciple:
- Now get correct d12 hit die in epic levels

Black Guard:
- Summon fiend now works correctly from level 9, not 10.

Pale master:
- Deathless Vigor feat now behaving as it should.

Arcane Archer
- Devastating Critial is now working with bows.

Bard
- Fix to bardsong bonuses, for epic-level bards.

Dwarven Defender
- Fixed to defensive stance becoming permanent under certain conditions
- Can now pick the Two weapon fighting feat at level up.

Assassins
- Death attack sometimes missing feedback strings fixed

Feats:
- Dev Crit now working with bows. The prerequisites for this feat to take did not change
- Fixed to defensive stance becoming permanent under certain conditions
- Death attack sometimes missing feedback strings fixed
- Fixed epic-level damage bonus for Divine Wrath ability.
- Fix to bardsong bonuses in epic level.
- The horrific appearance monster ability is now supernatural.
- Bane of enemies damage calculation fixed.

Spells
- Dispel magic code rewritten, among other things it will now take the casters level into account (as it should have)
- Tons and tons of fixes to spellscripts and creature ability scripts.
- Added missing spellhooks to a couple of spells (i.e. endurance)
- Several spells that didn't work with the crafting feats have been fixed
- Fixed saving-throw-adjusted damage for the Sunbeam spell.
- Fixed minor bug with the web spell.
- Druids can now scribe shapechange scrolls.
- Immunity vs mind now honored better by tasha's laughter spell .
- Immunity vs mind now honored better by phantasmal killer spell .
- Banishment now "kills" creatures instead of "destroying" them to make sure the OnDeath event is fired properly.
- Properly capped "chain lightning" according to the D&D rules
- Meteor swarm can now be scribed on scrolls
- Stinking cloud now honors poison immunities
- Immunity to paralysis does not help you against the Bigby's Crushing Hand and Bigby's Grasping Hand anymore.
- Darkfire now properly damage capped

Scripting commands
- ResistSpell() now working with domain spells/subradial
- ActionCastSpellAt* now working with subradial spells
- DecrementRemainingSpellUses() problem with domain spells fixed
- OnStoreClosed() now working correctly
- The GetLastClosedBy() scripting command now works in the OnStoreClosed event of stores. The command should now be more reliable when used on stores in a multiplayer game as well.
- Potential crashes in GetFactionBestAC(), GetFactionWorstAC(), GetArmorClassVersus() fixed
- GetCreatureHasTalent() stack underflow fixed
- Fixes to GetIsImmune().
- EffectDispelMagicAll, EffectDispelMagicBest fixed
- Several fixes to the AI include scripts.

Gameplay/Engine
- Touch attack code rewritten.
- Several fixes to inventory pages disappearing, items staying gray, etc
- Item properties "Immunity: Damage Type Positive Energy",
"Immunity: Damage Type Negative Energy" fixed
- You can no longer sell undroppable items.
- Lootable corpse system: weapons now stay visible until looted
- Changes to the games behavior to clear all actions when someone joins the party. Potentially problematic actions will still be cleared (to prevent hostility problems), but especially nonhostile actions like rest are not affected anymore
- Game no longer displays "Experience Points Gained: 0" messages.
- Fixes to the flee behavior of the default AI
- Epic Traps damage/saves are now correct.

Tilesets
- tde01_edge.2da fixed, doorway edge tiles in the dungeon tileset now display correctly.

DM Client
- Fixes to "white portraits" in the DM client
- Fixes to "blank portraits" in the DM client
- Fixes to "quickbar becoming unuseable" in the DM client

New .ini options
- Added ini setting to nwnplayer.ini [Server Options]
"Saving Throw Automatic Failure On 1=1"
- Added option to monitor and profile bandwith usage.
- Option to modify the amount of RAM used for caching by the game resource manager added

New Scripting commands
- Added GetPhenoType()
- Added SetPhenoType()
- SetSkyBox() added
- SetFogColor() added
- Added DAMAGE_TYPE_BASE_WEAPON to GetDamageDealtByType()

Custom Content / Engine "modability
- Increased the limit on the max number of tilesets from 24 to 50.
- Added new column to VisualEffects.2da "OrientWithObject",
- Added support for 8 new custom animation types:
ANIMATION_LOOPING_CUSTOM3
ANIMATION_LOOPING_CUSTOM4
ANIMATION_LOOPING_CUSTOM5
ANIMATION_LOOPING_CUSTOM6
ANIMATION_LOOPING_CUSTOM7
ANIMATION_LOOPING_CUSTOM8
ANIMATION_LOOPING_CUSTOM9
ANIMATION_LOOPING_CUSTOM10
- Several new pathfinding node types added for custom tileset creators
- Added more tile path nodes of types f, g, h, i, j, k and l (lower case L).
For custom tile set support.

Code:
Код
 TYPE g                   TYPE h
        ---------                ---------
        [ | | | ]                [   |   ]
        [ | | | ]                [---+-+ ]
        [-+-+ +-]                [----/+-]
        [ | | | ]                [-+ | | ]
        [ | | | ]                [ | | | ]
        ---------                ---------

 TYPE i                   TYPE j
        ---------                ---------
        [---+---]                [---+---]
        [   |   ]                [       ]
        [-+ | +-]                [-+   +-]
        [   |   ]                [       ]
        [---+---]                [---+---]
        ---------                ---------

 TYPE k                   TYPE f
        ---------                ---------
        [ | | | ]                [ | | | ]
        [-+ | | ]                [ | | | ]
        [---+ +-]                [-+ + +-]
        [-+ | | ]                [ | | | ]
        [ | | | ]                [ | | | ]
        ---------                ---------

 TYPE l            
        ---------
        [ | | | ]
        [-+ | +-]
        [---+---]
        [-+ | +-]
        [ | | | ]
        ---------


DM Client
- DMs can now move undroppable (cursed) items between inventories.
- DMs can now drop undroppable (cursed) items.
- Added useful tooltips for all the DM Creator Quickbar buttons.
- Added ability for DMs to create items directly inside placeable

Server features / enhancements
- Added Bandwith profiling option
- Module description problem fixed
containers (e.g. chests) using the creator.
- Many security fixes
- ELC now strips some BAD_STRREF item properties on local vault games

Optimizations
- Resource/Memory management improved.
- Resource caching improved
- Several memory leaks fixed
- Several Scripting Commands optimized and speed enhanced
- Minor improvements to the core AI scripts
- Minor improvements to several spellscripts

Official Campaign
- HotU: Chapter 3 - When the game ends, we now remove the non-droppable (cursed)
flag from all items before doing the final export of the character. This is so
that when you take the character into another module, you can drop items such as
the Relic of the Reaper.

- If you already have a character who can't get rid of the Relic (or another item),
you can do the following (in single player) - in the chat bar, type:
##DebugMode 1
##runscript nw_itemreset
##DebugMode 0
- If you use this script so that you can drop an item which is part of the module
you're currently playing, don't be surprised if the game breaks later on (because
the module will expect you to have the item). Only use it to get rid of items that
have been stuck to your character from other modules.
Bes Inc.
"Saving Throw Automatic Failure On 1=1"

Теперь 1 в авто провале можно отключить!
Sentinel
Ага... в -ini файле!!!! Че за бред?
Bes Inc.
Added ini setting to nwnplayer.ini [Server Options]


еще рест не будет преріваться парти инвайтом принятім.
Sentinel
Мда... малость недосмотрел... тогда все нормуль.
А про рест это они толково придумали.
Bes Inc.
- Touch attack code rewritten.
а вот это настораживает. smile.gif
Sentinel
Ага... а еще
- Epic Traps damage/saves are now correct.
-SushkA-
Bard
- Fix to bardsong bonuses, for epic-level bards.

Assassins
- Death attack sometimes missing feedback strings fixed


Кто-нить могёт дословно перевести - а то у меня бред получается, с моим то знанием... smile.gif
Mota
Барды:
Исправлены глюки с бонусами песен на эпик уровнях
Убийцы:
Исправлена иногда промахивающаяся смертельная атака(по смыслу вроде так, тока не въезжаю че за фидбэк стрингс - дословный перевод сюда ну никак не вписывается wink.gif )
Sentinel
Фидбек стринг - это строчка, которая выскакивает над башкой Ассы, когда он наносит Дес аттак, по аналогии со сником.

А дословный перевод второго пункта -

Починили иногда не высвечивающуюся строку Смертельной Атаки.
-SushkA-
Ну ясно. С бардами то я так и перевел - а что там за глюки бонусов песен? Я что-то незамечал ничего. Подскажите кто в курсе дела.
Barrow-Wight
Кстати на форуме биовар говорится про глюки и фиксы в саму дес атаку
Bes Inc.
Цитата(SushkA- @ 10:20, 11 August 2004)
Ну ясно. С бардами то я так и перевел - а что там за глюки бонусов песен? Я что-то незамечал ничего. Подскажите кто в курсе дела.

стак и неправильный бонус, насколько помню.
DerDoktor
Есть там у бардов. Разные... rolleyes.gif
Ven
Тут вижу все такие умные... biggrin.gif
Скажите тогда как вернуть циферки урона, вылетающие из тела жертвы, во время мутуза? Пропали, понимашь... теперь приходится с лупой по логу лазить во время боя smile.gif
Skraer
Цитата
Тут вижу все такие умные... 
Скажите тогда как вернуть циферки урона, вылетающие из тела жертвы, во время мутуза? Пропали, понимашь... теперь приходится с лупой по логу лазить во время боя 


В деректории НВН есть файлик - непомню точно название... чт о вроде ...player...ini попробуй его вырезать(Cut) и засунуть куданибуть - на всякий случай.
И зайди в игру (настройки заново поставиш)
Если игра не пойдет то ...player...ini поставь обратно..
dry.gif
Bes Inc.
вышла бета патча 1.64. На шарде будет использоваться только релизы патчей. Поэтому устанавливать для игры на нашем сервере этот патч не нужно. Можете использовать его на свой страх и риск.
Код
Windows Full Game Beta Patches

Current Available Beta: 1.64 Beta 1
Updated: Wednesday, August 11, 2004, 10:00am MT

WARNING: This is Beta code. This software is NOT supported by BioWare nor Atari.

NOTES:

DO NOT contact Atari about bugs if you have a Beta patch installed.
You must uninstall the Beta patch before you try to update to the final patch. You must also delete the Beta patch .zip files in your Neverwinter Nights install directory.


1.64 Beta 1 for Original NWN, NWN: SoU, and NWN: HotU
Release Notes:

WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 1.64 TOOLSET ARE TAGGED AS REQUIRING VERSION 1.63 OR HIGHER OF NEVERWINTER NIGHTS GAME OR TOOLSET.

IF YOU DON'T WANT TO BRAND YOUR MODULE AS 1.63 THEN DO NOT EDIT YOUR MODULE IN THE VERSION 1.64 TOOLSET.

IF YOU WANT TO GO BACK TO 1.61, WE WILL HAVE A 1.64 TO 1.62 PATCH AVAILABLE.

Original Campaign: Fixed an issue with Sharwyn not using her Bard Song ability (this should not affect Sharwyn in HotU).
Original Campaign: Chapter 2 - The scene at the Pinnacle of the Host Tower should now always fire properly, no matter what.
Original Campaign: Chapter 2 - Lenton isn't as busy as he used to be (you can now talk to him again).
Original Campaign: Prelude - Fixed a minor error that could occur under specific circumstances when opening a certain chest.
HotU: Chapter 2 - Fixed an issue with the teleporter to the Grand Hall in Zorvak'Mur, as it wasn't working properly under a specific set of circumstances.
HotU: Chapter 3 - Fix to a rare bug in the Windswept Battlefield area where the 'boss' creature wouldn't spawn in properly, which made him somewhat difficult to kill.
HotU: Chapter 3 - When the game ends, we now remove the non-droppable (cursed) flag from all items before doing the final export of the character. This is so that when you take the character into another module, you can drop items such as the Relic of the Reaper.
If you already have a character who can't get rid of the Relic (or another item), you can do the following (in single player) - in the chat bar, type:
##DebugMode 1
##runscript nw_itemreset
##DebugMode 0
If you use this script so that you can drop an item which is part of the module you're currently playing, don't be surprised if the game breaks later on (because the module will expect you to have the item). Only use it to get rid of items that have been stuck to your character from other modules.
Fixed problem with shifters losing their merged item properties while in shifted form after a server save occurred, and when switching directly from one form to another using the radial menu.
Fixed a problem where unpolymorphing could sometimes leave you walking around just fine while you have zero or less hit points.
Fixed a bug that could cause some visual effects to be displayed on your character forever. Most often reported occurrence of this problem was the green paint effect from the goblin archers in the HotU official campaign.
Fixed some other issues that could cause effects to not be removed properly from a creature.
Fixed some issues with the Red Dragon Disciple not getting the proper hit die rolled at level up.
Fixed problem with characters becoming illegal if they multiclassed to a wizard, but their intelligence was too low to even cast cantrips.
Devastating Critical now works with bows.
Fixed a problem with the PaleMaster's Deathless Vigor feat not always giving the correct hit points.
Fixed an issue with the hit points displayed on the level-up summary screen if you just took the toughness feat during your level-up.
Fixed the dispel magic text message feedback. It wasn't always displaying the correct spell names.
Fixed a problem where some quickbar tooltips were not getting cleared properly when the quickslot became empty.
The familiar selection screen will no longer display the familiar's current hit points at 0 all the time.
The game no longer displays the "Experience Points Gained:" message when the experience points gained was 0.
Fixed some memory leaks.
Lootable corpses won't be stripped of items until after the corpse has been looted by a player.
Fixed a problem with the wrong message being displayed if you tried to load a module that required one of the expansion packs to use and you didn't have the required expansion pack installed.
Fixed a problem with the experience point penalty not always being calculated properly for multiclass characters that had taken a prestige class.
Fixed a problem with custom portraits showing up on your party bar as a white box until the player using the portrait entered the same area as you.
Fixed a problem with Whirlwind Attack data sometimes being incorrectly sent to players in other areas.
Fixed a problem with the Age/Deity information getting lost when you edited an existing character using the "Customize Character" feature.
EffectDispelMagicBest() now takes into account the level of the creator of the spell that it is trying to dispel for determining whether the spell is actually dispelled successfully or not.
Fixed item properties "Immunity: Damage Type Positive Energy" and "Immunity: Damage Type Negative Energy"
Fixed issue where, if you lost a level and no longer had the required level for an item that you had equipped, your character would become illegal. The item is now unequipped automatically if you don't have the level required to equip it after losing a level.
Fixed an issue with non-hostile actions (e.g. rest) getting canceled when someone joins your party. Made some changes so that not all hostile actions (i.e. attacks and spells) get canceled when a someone joins your party. Some hostile actions will still be canceled when someone joins your party (and all attack/spells actions directed against other players) which is the intentional behavior.
Fixed a problem with the OnStoreClosed scripts not working in saved games.
Fixed a couple of problems that could make your inventory items disappear when opening your inventory. One was related to having a placeable container open and then bringing up other panels (e.g. your spell book) that caused your inventory panel to close. The second involved possessing/unpossessing a familiar while your inventory was open. Hopefully that's the last of the disappearing inventory problems.
Fixed a problem where, if you saved and reloaded a game while in defensive stance, you could no longer move.
Fixed a problem with the remaining number of feat uses for some prestige classes not being calculated correctly when loading a saved game.
The Epic Fire Trap item in the standard item palette now has the correct icon.
Fixed some saving throw text feedback weirdness with some "On Hit" item properties. Affects Slay Racial Group, Slay Alignment, and Slay Alignment Group item properties.
Fixed an issue where clicking "Cancel" in the game options menu wouldn't properly restore your orignal "Hide Secondary Story Tiles" setting.
Fixed some issues with head turning. Creatures will no longer turn their heads to look at cutscene invisible players. After going through an area transition, NPCs will now still turn their heads to look at players.
Fixed crash caused by calling TriggerProjectileTrap() with SPELL_MELFS_ACID_ARROW specified and origin was a static placeable object.
Fixed a problem where clients wouldn't play the spell casting sound if the character casting the spell had the Automatic Silent feat, regardless of the level of the spell that was being cast.
Fixed a problem with the "Automatic Still" feat not working correctly with sub-radial spells (e.g. Shadow Conjuration).
Fixed a problem with no longer being able to sit in a chair if you had previously destroyed an object while that object was still sitting in the chair.
Red Dragon Disciple wings will now be properly removed on level down.
The Cloud of Bewilderment scroll item now has the correct description.
DM Client:
Added ability for DMs to create items directly inside placeable containers (e.g. chests) using the creator. Choose the item to be created in the creator and then target a placeable to have the item created directly inside the placeable.
If you drag a "Create <thing>" item from the creator menu to your quickbar, it will now give you useful tooltips for all your DM Creator Quickbar buttons (this will NOT retroactively add the new tooltips to existing DM quickbar buttons). There are also new quickbar icons for the different major categories (i.e. placeables, items, triggers and encounters).
DMs can now move undroppable items between a player's inventory and their own inventory and they can drop undroppable items now too.
DMs can now use items on their quickbar while possessing creatures with full powers (i.e. if the item is in the DM's inventory, but not the creature's inventory).
DMs can no longer force rest other DMs.
DMs can no longer jump other DMs around.
Fixed some issues with loading saved games that were saved while a DM was possessing a creature. This could lead to a number of different symptoms such as: DMs getting stuck inside creatures and not being able to unpossess them; DMs not being able to possess creatures that they should be able to possess; creatures disappearing entirely from the saved game; or the server crashing.
Disabled the ability to polymorph while possessing a creature since doing this would wreck your game.
If a DM gave more gold to a player than the player could carry, the feedback message was indicating the wrong amount of gold gained.
Fixed a bug where you sometimes couldn't drag items onto your quickbar anymore after DM possessing/unpossessing creatures.
DMs no longer broadcast "DM uses <item>" messages to other players when using an item in their DM's inventory. If possessing a creature and using an item from the possessed creature's inventory, then a message will still be broadcast as usual stating "<creature name> uses <item>".
Fixed a minor issue where you could hear the DM's footsteps for a few seconds after they disappeared.
Neverwinter Nights Aurora Toolset:
Added the new SetSkyBox() scripting command. Please look in the toolset for more information.
Added GetPhenoType() and SetPhenoType() scripting commands.
Added SetFogColor() scripting command.
The scripting command GetDamageDealtByType() now works with DAMAGE_TYPE_SONIC.
Clarified function comment for CreateItemOnObject().
Fixed GetCreatureHasTalent(). This scripting command was causing a stack underflow error.
Fixed the scripting commands EffectDispelMagicBest() and EffectDispelMagicAll() These scripting commands will now use the passed in nCasterLevel parameter. Also, you now no longer need to specify a parameter, in which case these commands will cause the dispel effect to use the level of the creature creating the dispel effect instead. The fixes to these two scripting commands also fixes some existing problems with the Lesser Dispel, Dispel Magic, Greater Dispel, and Mordenkainen's Disjunction spells.
Fixed crashes caused by using the scripting commands GetFactionBestAC(), and GetFactionWorstAC().
Fix to the scripting command DecrementRemainingSpellUses() to make it work correctly with Cleric Domain Spells.
Fixed crash caused by calling RetrieveCampaignObject() when the object being retrieved was gold and the gold was being acquired by a creature.
Fixed problem with ResistSpell() scripting command not working correctly when used with Cleric Domain spells and sub-radial spells in combination with spell absorption effects.
Fixed problem with GetTransitionTarget() scripting command returning a random valid object ID if the destination on the trigger did not exist. It will now return OBJECT_INVALID in this case.
Fixed problem with GetObjectByTag() not returning OBJECT_INVALID if you passed in an empty string.
Fix to scripting commands ActionCastSpellAtObject() and ActionCastSpellAtLocation() to make them work with sub-radial type spells.
Fix to make the GetEffectCreator() scripting command work with effects created through the scripting commands EffectSpellFailure(), EffectTurnResistanceIncrease(), and EffectTurnResistanceDecrease().
Fixed value of ACTION_RANDOMWALK constant in nwscript.nss.
Fixed a problem with the Scripting Wizard used by the Conversation Editor, where it could use an incorrect constant when checking for certain prestige classes.
Fixed crash in scripting command GetReputation() when an invalid type of object was passed in.
Fix to scripting command GetRacialType() to correctly return RACIAL_TYPE_INVALID when an invalid object or a non-creature object was specified.
Fix to the scripting commands GetNearestObjectToLocation() and GetNearestCreatureToLocation() in order to make them more consistently return the nearest object.
Scripting-specific:
Made a fix to the shifter manticore spike attack so that it is properly signaled as a hostile action.
The shifter's epic gargoyle form now has proper creature items equipped.
The shifter/druid epic dragon form has now a more epic creature hide equipped.
Fixed a problem where, under certain circumstances, a henchman could not be rehired after removing them from the party with the radial menu option. This would result in the henchman saying they were "here with someone else," when in fact they were not working for someone else.
Dwarven Defenders can now take the Two-Weapon Fighting feat.
Fixed a small bug with some spells that applied damage to multiple enemies.
Fixed a bug with shapeshifting where item properties on an equipped tower shield would be lost while in shifted form.
Fixed a bug with some crafting cost calculations.
Fixed a rare issue where it was possible that when being healed at a temple, the Wounding effect would not be removed.
Fixed minor bug with monster petrification attacks.
Made the Sea Hag's Horrific Appearance ability a "Supernatural" effect.
Fix to henchman level-up scripting. At very high levels, a certain henchman was not leveling up correctly.
Fixed a minor bug that occurred when the player cast resurrection spells on their living henchmen.
The spell Phantasmal Killer now respects creatures that are immune to mind-affecting spells a bit better (nw_s0_phankill.nss).
The spell Tasha's Hideous Laughter now respects creatures that are immune to mind-affection spells a bit better (x0_s0_laugh.NSS).
Fixed a minor bug with the Web spell.
Made a fix to the XP2 shapechange feats so that NPCs are able to use them.
Made a fix to tangle traps, so that they use the correct saving throw type.
Made a fix to the IPGetHasItemPropertyOnCharacter() function, which is a part of the x2_inc_itemprop.nss include file.
Fixed epic-level damage bonus for Divine Wrath ability.
Fixed saving-throw-adjusted damage for the Sunbeam spell.
Fix to bardsong bonuses for epic-level bards.
Made a fix to the damage calculation on the breath weapon for the epic-level Dragon Shape ability.
Fixed a bug with the Magic Vestment spell where the duration of the visual effect differed from the duration of the actual effect.
Druids can now properly scribe Shapechange scrolls.
Fixed a bug where the Endurance spell couldn't be scribed.
Added spell hook to Endurance spell nw_s0_endurce.nss
Fixed the bug where Blackguards' Summon Fiend ability would summon in a Vrock starting at level 10, instead of level 9.
Fix to the Shadowdancer ability Shadow Evade - it was not calculating the bonuses properly for Shadowdancers of levels 11 through 14.
Fix to the Doom spell. To negate the effects, the target needs to make their saving throw OR resist the spell, they shouldn't need to do both.
The Meteor Swarm spell can now be scribed to scrolls.
Performed some minor cleanup on a number of character class packages.
Fixed a problem with frost and acid_splash traps changing types (IPRP_TRAPCOST.2DA).
Made some small optimizations to various portions of the generic scripts.
Fixed typo in tde01_edge.2da that caused doorway edge tiles in the dungeon tileset to not be displayed correctly in game.
Raised DC's for epic traps as they were too low previously.
Fixed a bug in the ambient animation system (x0_i0_anims).
Fixed a bug with the Chain Lightning spell (was not capped properly).
Fix to the spell Stinking Cloud. It was not respecting poison immunites correctly.
Fixed a problem with creature poison attacks.
Fix to Bigby's Crushing Hand and Bigby's Grasping Hand spells. Immunity to paralysis should not make you immune to these spells.
Fixed size category for a few appearance types (Pit Fiend, Harpy, Bone Golem, Demon Flesh Golem).
The Banishment spell now kills the creature instead of simply destroying the creature object. This is to ensure that the creature's OnDeath event fires properly.
Made a fix to the damage cap on the Darkfire spell.
Custom Content:
Added new column to VisualEffects.2da "OrientWithObject" that will cause the visual effect to take on the orientation of the object that it is attached to. This was previously hard coded for the colored back flags that were used in Contest of Champions, but this functionality is now available for custom created visual effects as well by setting the value in this column to '1'. You will need to update your VisualEffects.2da with the additional column if you use this 2da in your hack pack.
Added a new visualeffects.2da entry for use with tile magic (Row 511).
Soundset.2da will now work correctly when placed inside a hak pack.
Added support for 8 new custom animation types:

ANIMATION_LOOPING_CUSTOM3
ANIMATION_LOOPING_CUSTOM4
ANIMATION_LOOPING_CUSTOM5
ANIMATION_LOOPING_CUSTOM6
ANIMATION_LOOPING_CUSTOM7
ANIMATION_LOOPING_CUSTOM8
ANIMATION_LOOPING_CUSTOM9
ANIMATION_LOOPING_CUSTOM10

Note: None of the current BioWare creatures use these new custom animation types, they have been added for use by custom content creators.
Added more tile path nodes of types f, g, h, i, j, k and l (lower case L) for custom tile set support.


 TYPE g                   TYPE h
        ---------                ---------
        [ | | | ]                [   |   ]
        [ | | | ]                [---+-+ ]
        [-+-+ +-]                [----/+-]
        [ | | | ]                [-+ | | ]
        [ | | | ]                [ | | | ]
        ---------                ---------

 TYPE i                   TYPE j
        ---------                ---------
        [---+---]                [---+---]
        [   |   ]                [       ]
        [-+ | +-]                [-+   +-]
        [   |   ]                [       ]
        [---+---]                [---+---]
        ---------                ---------

 TYPE k                   TYPE f
        ---------                ---------
        [ | | | ]                [ | | | ]
        [-+ | | ]                [ | | | ]
        [---+ +-]                [-+ + +-]
        [-+ | | ]                [ | | | ]
        [ | | | ]                [ | | | ]
        ---------                ---------

 TYPE l
        ---------
        [ | | | ]
        [-+ | +-]
        [---+---]
        [-+ | +-]
        [ | | | ]
        ---------

Increased the limit on the number of tilesets that the game can use in a module from 24 to 50.
2DA Files Changed in this Update:
appearance.2da
cls_feat_dwdef.2da
cls_feat_sorc.2da
des_crft_appear.2da
des_crft_scroll.2da
iprp_spellcost.2da
iprp_trapcost.2da
polymorph.2da
spells.2da
surfacemat.2da
visualeffects.2da
NOTE: BOTH the 'patch' and 'uninstall patch' for your language are required:

http://nwdownloads.bioware.com/neverwinter...7_to1648057.zip
English 1.62 to 1.64 Beta patch - HotU+SoU (5.4 MB)


http://nwdownloads.bioware.com/neverwinter...7_to1628047.zip
English 1.64 Beta to 1.62 uninstall patch - SoU (2.4 MB)
Farmazon
Devastating Critial is now working with bows
Sentinel
Цитата
Devastating Critial is now working with bows


On Siala, Devastating Critical is not working at all, so who cares?
Kashemir
хех ... а кто сказал что у нас 1.63 ?
Glok
гы. 1.64? приколисты эти биоваои smile.gif
Sentinel
БиоТвари панимашь... не успели 1.63 выпустить уже 1.64...
Bes Inc.
1.62
Droppable - moved to lootbag ondeath
Nondroppable - stays on corpse

1.64 BETA
Droppable - moved to lootbag on lootbag open
Nondroppable - destroyed on lootbag open
Zmeyka
Цитата(Bes Inc. @ 15:22, 26 August 2004)
1.62
Droppable - moved to lootbag ondeath
Nondroppable - stays on corpse

1.64 BETA
Droppable - moved to lootbag on lootbag open
Nondroppable - destroyed on lootbag open

Что я не все понял....можно по-подробнее если не сложно?
Bes Inc.
Цитата(Zmeyka @ 14:45, 26 August 2004)
Цитата(Bes Inc. @ 15:22, 26 August 2004)
1.62
Droppable - moved to lootbag ondeath
Nondroppable - stays on corpse

1.64 BETA
Droppable - moved to lootbag on lootbag open
Nondroppable - destroyed on lootbag open

Что я не все понял....можно по-подробнее если не сложно?

лагать будет меньше в некоторых случаях ощутимо меньше когда мрет много мобов от баньш и т.д.
Mota
Цитата
Devastating Critial is now working with bows

Покажи идиота который с луком будет качать 25 силы, клив и грейт клив, так необходимые в дистанционном бою.
Авинирус
А вдруг найдутся , или сделают немного другую фомулу достижения девастата на лук например 25 ловкости и какието арчеровские фиты rolleyes.gif
Bes Inc.
бррр
как раз беруться 10 уровней файтыря и будет 5 фитов как раз под нужные для девастата фиты....
RaViN
Бес скажи уже когда вся эта красатень будет ?
Mota
2Авинируc:
Да, это было бы гораздо более логично. По крайней мере не будет дисбаланса между контактниками с девастатом и стрелками с девастатом. Просто ВМ скимитара имеет шанс нанести крит 35%, а с киновым оружием 50%. С девастатом такой чар сам пониманшь кто. wink.gif А лучник будет наносить крит лишь в 10% случаев, а в некритических атаках будет в глубочайшем анусе.
2Bes:
А 25 силы как? Тоже на этих фитах? Не получится. Качать вместо дексы? Атака же никакая будет... До девастата еще и дожить надо, а я представляю себе лучника с такой низкой дексой, чтоб у него было 25 силы. Ты не забывай, что 25 надо базовой силы, без учета шмоток. Да даже если создать такого "лучника", нормальный лучник без девастата, созданный традиционными методами, расстреляет его еще до первого крита wink.gif Да и не дожить такой чар может до девастата, на подходе могут порвать, ибо атака низкая. Так что с такими же требованиями девастат на луки - выбор хардорщиков.Тогда уж и ВМа на лук надо делать, чтоб хоть как-то шанс повысить...

P.S. Только вот хрен ли я тут спорю... Все равно девастата на Сиале нет... wink.gif
Bes Inc.
Цитата(Mota @ 14:32, 27 August 2004)
2Авинируc:
Да, это было бы гораздо более логично. По крайней мере не будет дисбаланса между контактниками с девастатом и стрелками с девастатом. Просто ВМ скимитара имеет шанс нанести крит 35%, а с киновым оружием 50%. С девастатом такой чар сам пониманшь кто. wink.gif А лучник будет наносить крит лишь в 10% случаев, а в некритических атаках будет в глубочайшем анусе.
2Bes:
А 25 силы как? Тоже на этих фитах? Не получится. Качать вместо дексы? Атака же никакая будет... До девастата еще и дожить надо, а я представляю себе лучника с такой низкой дексой, чтоб у него было 25 силы. Ты не забывай, что 25 надо базовой силы, без учета шмоток. Да даже если создать такого "лучника", нормальный лучник без девастата, созданный традиционными методами, расстреляет его еще до первого крита wink.gif Да и не дожить такой чар может до девастата, на подходе могут порвать, ибо атака низкая. Так что с такими же требованиями девастат на луки - выбор хардорщиков.Тогда уж и ВМа на лук надо делать, чтоб хоть как-то шанс повысить...

P.S. Только вот хрен ли я тут спорю... Все равно девастата на Сиале нет... wink.gif

вы зациклены на одной схеме с арканом.

2Мота не нужно мне о чем то напоминать. Я об этом и так прекрасно знаю. Если ты не можешь придумать нормального лучника девастатчика имеющего без вещей с луком атаку за 50 я то причем?
Авинирус
Поскорее бы вышла 1.63 а то луки видящие инвиз уже достало ...
Sentinel
Да... это пожалуй самый мажорный баг.
Mota
2Bes:
Причем тут схема с арканом? Я даже не имел ее в виду. Да, согласен, я не могу придумать лучника-девастатчика с атакой за 50. ИМХО, это физически нереально при 30м левелкапе. C RDD можно попробовать сделать что-то приличное, но все равно никак не за 50...
Bes Inc.
BETA 1.64B and Touch Attacks
Since touch attacks are coded in the rules engine, I can't give you details, but here are a couple of the changes I could find in the build notes:

- Many fixes to the attack bonus for Melee Touch Attacks.
You no longer get your weapon bonus from the weapon you have equipped.
You no longer get a weapon finesse bonus.
You no longer get a weapon focus bonus (unless its in unarmed attack).
You no longer get a epic weapon focus bonus (unless its in unarmed attack).
You no longer get the weapon master's special weapon bonus.
You no longer get two-weapon fighting penalties.
You no longer always have a 0 attack bonus when you have a ranged weapon equipped.
- Fixed epic weapon bonus for touch attacks with unarmed attack.

- Noticed that Zen Archery Feat was only being calculated for ranged touch attacks,
it is now only used for non-touch ranged attacks instead.
-SushkA-
Эх... говорила мне мама: "учи английский"
Bes Inc.
судя по этому придется переписывать скрипт Харма. Но тут точнее Тобур скажет.
Bes Inc.
кстати я уже не жду не 1.63 не 1.64 не НВН2 не БГ3. laugh.gif
я жду Эверквест 2 после того как увидел последний ролик 153 метровый.

с НВН похоже пора завязывать. smile.gif
Strannik
А что за зверь такой, Эверквест то биш?
Bes Inc.
Цитата(Strannik @ 15:35, 31 August 2004)
А что за зверь такой, Эверквест то биш?

официальный сайт игры - http://everquest2.station.sony.com/

ролики игры - http://everquest2.station.sony.com/#mediaMovies

цены игры - https://store.station.sony.com/game_index.jsp?gamecode=EQ2

CD Edition includes a series of CDs, an in-game item (exclusive paintings for player housing), and an in-box item (poster with Qeynos and Freeport maps).

EverQuest® II is the next generation of massively multiplayer gaming, a huge online world where thousands of players come together for adventure and community. Featuring breathtaking graphics and a vast, beautiful game world to explore, EverQuest II sets the standard for graphical realism as players are immersed in the game's exciting locales and dangerous lands.

EverQuest II brings players into its world with a powerful epic storyline and gives them the power to be the hero or villain in their personal adventure. Players enter this world by creating their own unique character, choosing from 16 races and 24 classes. Players will encounter hundreds of creatures as they travel across majestic landscapes of rolling hills, barren deserts, dense forests, and bustling cities. Thousands of items, hundreds of spells, and unlimited adventure await all who enter the world of EverQuest II.

For more information on EverQuest II, please visit www.everquest2.com. Expected release date is November 2004, so PRE-ORDER NOW! Preorders: All release dates are estimates only and are subject to change. Cancellations will be accepted until midnight, PST, October 27, 2004.

Pre-order this software now to receive the EverQuest II Starter Kit for FREE (shipping and taxes not included). Note: The Starter Kit is only available to those that have pre-ordered the software and you must use the same Station Name for both products. This offer is valid while supplies last.




Platform:
PC

Required Specs:


Windows® 98/2000/ME/XP
Processor 1 ghz or greater
512 MB RAM
Pixel shader and vertex shader compatible hardware with 64MB of texture memory
DirectSound compatible audio hardware
56K + Internet Connection
16X Speed CD-ROM
6 Gigabytes Hard Drive Space
DirectX 9.0 compatible video card
Recommended Specs:

Windows® 98/2000/ME/XP
Processor 2 ghz or greater
1 GB RAM
Pixel shader and vertex shader compatible hardware with 128MB of texture memory
DirectSound compatible audio hardware
Broadband Internet Connection
16X Speed CD-ROM
10 Gigabytes Hard Drive Space
DirectX 9.0 compatible video card
System requirements subject to change as the game progresses.

Internet Play:
EverQuest II is an internet-only game, requiring players to connect to Sony Online Entertainment servers via their own Internet connections for which they are responsible. Additional online fees and valid credit card required.
Ирбис
2Bes Inc. Сколько-сколько? 512 минимум? (далее следует несколько непереводимых выражений).

Кстати, а что так с НВН?
Mota
2 Bes:
Да ну этот Эверквест... Там, ИМХО, вселенная странновата. Вот World of Warcraft - это да... Да и ресурсов столько не требует. У меня бета уже есть, надо теперь левый сервак найти, чтоб в локалке поиграть. Или по инету. Не подскажешь случаем?
Bes Inc.
ВОВ слишком ПвПшен, ЭК2 это путешествия партий, если не изменили по сравнению с ЭК1 а по отзывам бетатестеров не изменили.
Да и баланс ЭК и НВН несравнимые вещи. smile.gif

512 рам много? вон дум рекомкендует 2 гига.

Теперь будет повод поставить еще 512 памяти к 512 имеющимся и проц новый поставить. smile.gif

2Ирбис - посмотри ролик ЭК2 и поймешь почему с НВН пора завязывать. wub.gif

в случае с ВОВ даже не знаю, у меня сомнения по поводу качества мира который могут сделать Близзарды. По балансу они молодцы, а вот графика не их конек.
имхо конечно всё.
Просто посмотрите ролик ЭК2 и всё поймете.
Авинирус
Ну кому графика важна кому атмосфера smile.gif
DerDoktor
А там тулсет есть?
Bes Inc.
Цитата(Авинирус @ 19:19, 31 August 2004)
Ну кому графика важна кому атмосфера  smile.gif

атмосфера в играх от Близзарда? своеобразная, до ЭК им далеко шагать...

тулсет есть только в НВН насколько я понимаю.
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