Neverwinter Nights: Enhanced Edition Development Build 8193.8
Greetings!
Patch 8193.8 on the Development branch fixes all known regressions introduced by .7; and brings in some neat, new features for you to play with.
Please help us test it and report any bugs you find!
[h2]Improvements[/h2]
[h2]Fixes[/h2]
[h2]New Scripting Functions[/h2]
[h3]GetSpecialization(), GetDomain()[/h3]
[h3]PostString()[/h3]
[h2]Fixes to Wyvern: Crown of Cormyr[/h2]
[h2]Fixes to Pirates Of The Sword Coast[/h2]
[h2]Tileset changes[/h2]
Patch 8193.8 on the Development branch fixes all known regressions introduced by .7; and brings in some neat, new features for you to play with.
Please help us test it and report any bugs you find!
[h2]Improvements[/h2]
- Spells in the spellbook are now sorted (alphabetically). You can turn this off in settings.tml: ui.spellbook.sort-spells
- New ruleset.2da toggle: ALLOW_CUSTOM_PORTRAITS (in chargen)
- Pathfinding when clicking near objects was improved:
[h2]Fixes[/h2]
- "No preparations left" spell cast issues were addressed.
- Fixed casting spells from some cleric domains.
- Fixed assigned spells in the UI losing metamagic or spontaneous flags.
- We fixed players losing the party or party members.
- Players can now, once again, finish chargen with customised packages.
- We fixed non-english languages missing some voices and sound effects.
[h2]New Scripting Functions[/h2]
[h3]GetSpecialization(), GetDomain()[/h3]
int DOMAIN_AIR = 0;
int DOMAIN_ANIMAL = 1;
int DOMAIN_DEATH = 3;
int DOMAIN_DESTRUCTION = 4;
int DOMAIN_EARTH = 5;
int DOMAIN_EVIL = 6;
int DOMAIN_FIRE = 7;
int DOMAIN_GOOD = 8;
int DOMAIN_HEALING = 9;
int DOMAIN_KNOWLEDGE = 10;
int DOMAIN_MAGIC = 13;
int DOMAIN_PLANT = 14;
int DOMAIN_PROTECTION = 15;
int DOMAIN_STRENGTH = 16;
int DOMAIN_SUN = 17;
int DOMAIN_TRAVEL = 18;
int DOMAIN_TRICKERY = 19;
int DOMAIN_WAR = 20;
int DOMAIN_WATER = 21;
// Returns oCreature's spell school specialization in nClass (SPELL_SCHOOL_* constants)
// Unless custom content is used, only Wizards have spell schools
// Returns -1 on error
int GetSpecialization(object oCreature, int nClass = CLASS_TYPE_WIZARD);
// Returns oCreature's domain in nClass (DOMAIN_* constants)
// nDomainIndex - 1 or 2
// Unless custom content is used, only Clerics have domains
// Returns -1 on error
int GetDomain(object oCreature, int nDomainIndex = 1, int nClass = CLASS_TYPE_CLERIC);
[h3]PostString()[/h3]
int SCREEN_ANCHOR_TOP_LEFT = 0;
int SCREEN_ANCHOR_TOP_RIGHT = 1;
int SCREEN_ANCHOR_BOTTOM_LEFT = 2;
int SCREEN_ANCHOR_BOTTOM_RIGHT = 3;
int SCREEN_ANCHOR_CENTER = 4;
// Displays sMsg on oPC's screen.
// The message is displayed on top of whatever is on the screen, including UI elements
// nX, nY - coordinates of the first character to be displayed. The value is in terms
// of character 'slot' relative to the nAnchor anchor point.
// If the number is negative, it is applied from the bottom/right.
// nAnchor - SCREEN_ANCHOR_* constant
// fLife - Duration in seconds until the string disappears.
// nRGBA, nRGBA2 - Colors of the string in 0xRRGGBBAA format. String starts at nRGBA,
// but as it nears end of life, it will slowly blend into nRGBA2.
// nID - Optional ID of a string. If not 0, subsequent calls to PostString will
// remove the old string with the same ID, even if it's lifetime has not elapsed.
// Only positive values are allowed.
// sFont - If specified, use this custom font instead of default console font.
void PostString(object oPC, string sMsg, int nX = 0, int nY = 0, int nAnchor = SCREEN_ANCHOR_TOP_LEFT, float fLife = 10.0f, int nRGBA = 2147418367, int nRGBA2 = 2147418367, int nID = 0, string sFont="");
[h2]Fixes to Wyvern: Crown of Cormyr[/h2]
- The module now includes all script sources
- Fixed "horse hat", and "cannot mount, your tail is in the way" issues
- Lucinda's Warhorse sometimes vanished upon creation, in Thunderstone
- Empty joust journal entries now read properly
- Tile repairs (Castle Barrow, end game bridge, a couple odds & ends)
- Soundset.2da conflicts with Heros of Neverwinter fixed
- Realigned all horse and snake blue prints to use proper soundsets
- Removed duplicate/conflicting SET, ITP, 2DA and TGA files
- Lifted a Z-fighting prop in Jousting Grounds
- Replaced missing doors in Polter's Fort (Lower/Upper)
- Fixed broken transition between Wyvernwater Castle Stables and Wyvernwater Castle
[h2]Fixes to Pirates Of The Sword Coast[/h2]
- The module now includes all script sources
- Eliminated content from haks duplicated in XP3.bif, merged 2DA's where possible
- Performance fixes for PotSC-Exclusive tiles (TCN01)
- Fixed a few cases where henchmen could go hostile in cutscenes and break the game
[h2]Tileset changes[/h2]
- Off-height and blocking walkmeshes fixed for bridges in Sea Caverns and Steamworks sets
- Repaired 2 TNO01 tiles for SQRT Error
- Repaired the 2x2 smithy in TNI01, and made the DoorCap, interior a unique tile
- Fixed a shadow leak in the hobgoblin head model (seen in WCoC intro cutscene)
- Performance fixes for TCN01 (stock assets)
- Fixed a blocky water VFX on a TCN01 Temple's fountain (TCN01_W03_01)
- Fixed blocky smoke on a couple forest campfires (TTF01_T13_01 and TTF01_S16_01)
- Repaired a few reported broken walkmeshes, in various sets