1. Neverwinter Nights: Enhanced Edition
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  3. Neverwinter Nights: Enhanced Edition Development Build 8187

Neverwinter Nights: Enhanced Edition Development Build 8187

We're shipping a quick pre-holidays development patch for Neverwinter Nights: Enhanced Edition. We're at 8187 now!

Changes
  • We ported keyholing from Android. It is turned ON by default, but can be turned off with a console command (KeyholeToggle) or the setting in nwn.ini. A UI setting will be added before the next stable patch ships.
  • Shaders now support #include. Use with care: It's not a real preprocessor, just a verbatim string replace.
  • We're changing how networking is done in NWN:EE, with the following benefits: Cryptographic server and client identity authentication; full network encryption to prevent traffic snooping - and in the case of public servers via the master, connection hijacking; floating connections (you might be able to IP/port-hop and retain your connection); better use of compression; and no more host/port confusion when connecting multiple times from behind the same LAN.
  • NWSync now cleans up downloaded manifest mappings when getting updates from known servers. It will not remove unreferenced data yet (as desktop users might not want to lose it), but that will come next.
  • NWSync will automatically reconnect you to the server if you are still around after the download finishes (based on keyboard/mouse input detection).


Fixes
  • Performance and memory usage improvements at NWSync startup.
  • History/Favorites have been fixed to once again show what has been saved to the .ini.
  • We fixed the SetName and SetHiddenWhenEquipped script commands not reliably updating all clients.
  • We fixed some doors becoming unclickable after having been destroyed, despite having a scripted transition present.
  • We fixed the script compiler sometimes confusing functions where the full name of one is a prefix of the other ("Action" "ActionTwo").
  • We fixed module content (hak, tlk, nwsync) not properly unloading when disconnecting from a server.
  • We fixed a bug where resources were indexed twice when loading a module, resulting in prolonged load/connect times.
  • We fixed an issue where sending visual transforms or material updates for creatures only seen on the party bar, but not yet in an area, crashed clients.


Known Issues
  • Relay network functionality is not yet functional for this new patch. This will not impact connectivity, unless both server and client are behind very restrictive NAT.




We'd like to wish you all a very happy new year! Level up responsibly!