1. Neverwinter Nights: Enhanced Edition
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  3. Development Build 8193.15

Development Build 8193.15

Hello, dear community!

This is development build 8193.15, which stabilises the previous .14 release. This is in all likelihood the last release before a stable patch, right around the corner.

Tileset Facelifts
  • Added Forest and Rural Winter Facelift tilesets.
  • Added configuration option to transparently use facelift variants of Forest and Rural Winter instead of default tilesets for official Campaigns and DLC. (Custom content wanting to use these tilesets for existing areas will have to change the tileset in the .are file reference manually; the tilesets are hotswappable after all. Or build new areas with the Facelift tilesets.)
Features
  • Config UI: Added graphical presets: Low, Good, Best.
  • Added a configuration setting: General Shader/Lighting Quality.
  • Polished metal (armour, etc) to now be a bit more shiny again.
  • Renderer: Water random noise is now a noise texture, same as keyholing. This improves water performance significantly.
  • Shaders: Defines BUILD_VERSION and BUILD_REVISION expose build info.
Fixes
  • Fixed dying creatures sometimes spawning a random VFX.
  • Renderer: Fixed grass occasionally overlapping, resulting in flickering.
  • Renderer: Removed artifacts appearing when shadow optimization was enabled.
  • Renderer: Fixed dynamic lights taking too long to fade in (FPS-dependent issue).
  • Renderer: Fixed some grayscale textures erroneously showing up with a tint.
  • Renderer: Fixed needlessly recalculating static lights in full dynamic light mode; this used to impact performance heavily with some specific static tile lights.
  • Renderer: Minor tweaks to the appearance of the water shader, as well as some lighting parameters.
  • Fixed wind direction variation being offset by 120 degrees at peak.
  • [Linux] nwserver: no longer include libsndio in dependency list.
  • Config UI: Slider values now editable via keyboard input (Just click the text label).
  • Config UI: Fix floating point values incorrectly showing as modified when at default value.
  • PlayerDM mode: Player DMs no longer auto-explore areas fully on enter as a native DM would.
  • SQLite: No longer emit “error: schema has changed” non-errors when related to migrations.
  • VM: DestroyArea will now also fail with return code -2 if players are currently on a load screen transitioning into the area.
Toolset
  • Toolset: Fixed area shadows rendering incorrectly/without fog applied.
  • Toolset: Fixed a crash in Area Statistics. #139
Art
  • TTF02 & TTS02: Baked a new set of minimaps, to add missing waters and roads
  • TNO01: Fixed 3x1 and 4x1 Ship (Grass Set) for floating meshes (X-form)
  • TTS02: Replaced Road to Bridge texture, fixed walkmesh
  • Placeable Fog Emitters: Added missing mf_smoke texture
  • Daggerford & Tyrants of the Moonsea Placeables:
  • Reworked placeable Use nodes on card table, and a couple other props (#110)
  • Shadow and Mesh fixes
  • Bounding Box fixes
  • PX2_G02 (Dragon Statue): Fixed flipped collision
  • Emerald Golem: Set the skinmesh so golems body would also be translucent
  • TNO01: Fixed tiles from Grass group that were using tno01_dirt03 City ground (#152)
  • PLC_F06 (Catapult): Fixed shadows on multiple meshes, welded parts and gave it a proper rope texture
  • TTS02: Several Shadow Fixes, Mesh Fixes
  • TNO01: Restored 3 thatch houses (Grass section) that never made palette. New doors added to doortypes.2da (tn_sdoor_03, tn_sdoor_25)
  • TDM01: Mining Platform 2 (2x2) Fixed an animloop that wouldn't shut off, and added one for the molten forge tile
  • TWC03_A02_07: Fixed a broken fireplace animation
  • TTS02 & TTF02: Shadow fixes, new & fixed animations (w/ new animloop options), a-nodes for transparency (water etc. blends properly)
  • TSS13 (Seaships): Fixed several boats that were causing a toolset crash #142


Weather Types Unhardcoded


Added new 2da: weatherypes.2da; which - unsurprising, considering the name - unhardcodes weather types.