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Neverwinter Nights: Enhanced Edition News

Development Build 8193.22

Hello, friends!

A new patch marks another iteration towards an upcoming stable release. Please help us test this build and report any issues you spot.

New Game UI
  • Content is now presented as Official vs Community, instead of Campaigns vs Standalone.
  • Search filtering works better, can now filter by campaign names, authors.
  • More consistently-styled button sizes and UI elements.
  • Kingmaker, ShadowGuard and WitchesWake have been moved out of Premium into extra content on the Official content tab.
  • Filled in missing screenshots on the Premium modules.
  • Module sort order is now persisted to configuration
  • Various text/wording changes.


Water shader
  • More uniform appearance between shader quality modes.
  • Improve refraction and reflection precision/quality.
  • Water renders now after shadows and the SSAO pass.
  • Waves more natural-looking.
  • Translucence is now relative to source texture alpha.
  • Translucence now shadows the surface beneath the water.


NWScript Debugger
  • Added back script debugger binary into bin/win32/.
  • Added configuration keys to UI.
  • Fixed incorrect address parsing resulting in it not connecting. Also fixes setting debugger addresses other than localhost.
  • Fixed heap overflow parsing NDB files resulting in crashes.
  • Now renders all internal fields of CGameEffect.
  • Now renders all internal state of CScriptEvent.
  • Now renders cswysolver and sqlquery types instead of crashing in pitiful confusion.
  • Will no longer attempt to launch from within nwmain, you now need to run the binary by hand. On the plus side, it should now work on Linux and Mac (via wine/wine32to64).


Other
  • Linux: Fixed exclusive(fullscreen) and borderless window modes.
  • ResMan: Fixed crash that could happen when exiting the game, especially seen after failing to load a savegame.
  • Renderer: Restore the check for bumpshinytexture, fixing regression where meshes appeared transparent or invisible #298
  • Renderer: Tweaked horizontal TTF font spacing a bit more to make it match old visual feel.
  • Renderer: Fix regression introduced with previous preview where static tile lights didn’t update properly.
  • Renderer: Fixed static lights not updating properly. #290
  • Nui: Fixed some windows not centering properly when UI-scaled.
  • Nui: Limited UI scale so that new game/options windows will still fit. #288
  • Config UI: Don’t show horizontal scrollbar when UI scaled.
  • Config: Add toggle that allows showing damage numbers as totals or split.
  • nwhak: Fixed it not starting.
  • VM: Fixed GetObjectVisualTransform stack underflowing on existing modules (.21 regression)
  • VM: SetTlkOverride now parses tokens
  • Game: Fixed SetColor() not updating in some cases (such as heads/hair)
  • Game: Fix attacking non-creature objects #302
  • Game: Fixed DM character creation. #294
  • TTF/Fonts: Pixel alignment now respects GUI scale, improving rendering quality
  • Fonts: Fix some characters in codepages (‘, etc) not showing correctly #278 #279
  • Fonts: Fixed text in password fields not showing up
  • Fonts: Enable flexible font spacing; fixes dialog UI being cut off when many options are present
  • Fonts: Make ingame fonts space out less
  • Fonts: Fixed caret no longer showing on top of text
  • MP UI: Fixed another potential crash running custom modules.
  • NWSync hosting mode: Fixed rules not being reloaded properly after the initial manifest was added to the embedded server, resulting in missing creatures in Aielund Saga due to wrong appearance.2da having loaded.
  • Pathing: Fixed failing to update move click action when setting new target #286
  • Input: Added new manual config key game.language.codepage that can be used to force a different codepage (e.g. cp1251 for cyrillic). Together with a TTF override, this should restore compatibility for russian language overrides.
  • Toolset: Fixed some backgrounds not filling the full icon pane. #240
  • Art: Fixed forest facelift tileset (ttf02) referring to missing envmap, resulting in transparent metal textures.

Neverwinter Nights: Enhanced Edition getting another major upgrade

Showing some big continued dedication to Neverwinter Nights: Enhanced Edition, Beamdog have put up another huge Beta version with some pretty major additions.

Read the full article here: https://www.gamingonlinux.com/2021/03/neverwinter-nights-enhanced-edition-getting-another-major-upgrade

Development Build 8193.21

Fair greetings, one and all!

This development build is a huge one. As usual, you can use it to play on .20.1 servers (current stable release); and we’d like to encourage you to do so and report any issues you find with us!

Thank you.

Executive overview
  • A new game launcher UI that also includes a curated content repository, free for everyone (see below)
  • Full TTF font support throughout the game, for clearer and more adaptive text rendering
  • Fractional/floating-point UI scaling
  • Better UI skinning
  • Game/renderer performance improvements
  • Renderer: soft particle support, blending with fog
  • Water: Screen-space refractions and reflections
  • Pathfinding improvements
  • Visual Object Transform Lerping (smooth transitions)
  • New advanced script commands
  • Three new portraits sourced from the community portrait contest
  • Hundreds of fixes and smaller features


Curated Content


This patch ships with a new (singleplayer) game launcher UI. It showcases all campaigns and premiums in a nicer way, with header images and descriptions; access to screenshots, and more. There is a split view for Premium and user modules, as well as filtering and search facilities.

We also bring in a curated content repository, hosted by Beamdog, that gives all players access to selected community content.

To start with, we are honoured to offer both the full Aielund Saga by Savant, and the Auren Saga (Almraiven/Shadewood) by Fester Pot.

All you need to do to play them is click Download and wait a bit.

As part of this development patch release cycle, we will be reaching out to others that have authored widely popular modules on the Neverwinter Vault and elsewhere.

The UI also allows adding third party content repositories, which can be hosted by anyone without going through the Beamdog curation process.

This new UI, and the curated content repository bundled with the game now, is a work in progress. We will be making changes and improvements in the future.

TTF and UI scaling

The game now supports TTF fonts, and decimal UI scaling (e.g. 1.3x, not just 1x, 2x).



Water improvements


Visual Object Transform lerping

Visual effects applied via scripting can now lerp. This means that, for example, a creature size change can appear smoothly over a configured time, and not instant.



All existing visual transforms can be interpolated this way.

To accommodate this, the script API has been amended:

float SetObjectVisualTransform(object oObject, int nTransform, float fValue, int nLerpType = OBJECT_VISUAL_TRANSFORM_LERP_NONE, float fLerpDuration = 0.0, int bPauseWithGame = TRUE);

int OBJECT_VISUAL_TRANSFORM_LERP_NONE = 0; // 1
int OBJECT_VISUAL_TRANSFORM_LERP_LINEAR = 1; // x
int OBJECT_VISUAL_TRANSFORM_LERP_SMOOTHSTEP = 2; // x * x * (3 - 2 * x)
int OBJECT_VISUAL_TRANSFORM_LERP_INVERSE_SMOOTHSTEP = 3; // 0.5 - sin(asin(1.0 - 2.0 * x) / 3.0)
int OBJECT_VISUAL_TRANSFORM_LERP_EASE_IN = 4; // (1 - cosf(x * M_PI * 0.5))
int OBJECT_VISUAL_TRANSFORM_LERP_EASE_OUT = 5; // sinf(x * M_PI * 0.5)
int OBJECT_VISUAL_TRANSFORM_LERP_QUADRATIC = 6; // x * x
int OBJECT_VISUAL_TRANSFORM_LERP_SMOOTHERSTEP = 7; // (x * x * x * (x * (6.0 * x - 15.0) + 10.0))


New script commands
// Returns the currently executing event (EVENT_SCRIPT_*) or 0 if not determinable.
// Note: Will return 0 in DelayCommand/AssignCommand. ExecuteScript(Chunk) will inherit their event ID from their parent event.
int GetCurrentlyRunningEvent();

// Get the integer parameter of eEffect at nIndex.
// * nIndex bounds: 0 >= nIndex < 8.
// * Some experimentation will be needed to find the right index for the value you wish to determine.
// Returns: the value or 0 on error/when not set.
int GetEffectInteger(effect eEffect, int nIndex);

// Get the float parameter of eEffect at nIndex.
// * nIndex bounds: 0 >= nIndex < 4.
// * Some experimentation will be needed to find the right index for the value you wish to determine.
// Returns: the value or 0.0f on error/when not set.
float GetEffectFloat(effect eEffect, int nIndex);

// Get the string parameter of eEffect at nIndex.
// * nIndex bounds: 0 >= nIndex < 6.
// * Some experimentation will be needed to find the right index for the value you wish to determine.
// Returns: the value or "" on error/when not set.
string GetEffectString(effect eEffect, int nIndex);

// Get the object parameter of eEffect at nIndex.
// * nIndex bounds: 0 >= nIndex < 4.
// * Some experimentation will be needed to find the right index for the value you wish to determine.
// Returns: the value or OBJECT_INVALID on error/when not set.
object GetEffectObject(effect eEffect, int nIndex);

// Get the vector parameter of eEffect at nIndex.
// * nIndex bounds: 0 >= nIndex < 2.
// * Some experimentation will be needed to find the right index for the value you wish to determine.
// Returns: the value or {0.0f, 0.0f, 0.0f} on error/when not set.
vector GetEffectVector(effect eEffect, int nIndex);

// Check if nBaseItemType fits in oTarget's inventory.
// Note: Does not check inside any container items possessed by oTarget.
// * nBaseItemType: a BASE_ITEM_* constant.
// * oTarget: a valid creature, placeable or item.
// Returns: TRUE if the baseitem type fits, FALSE if not or on error.
int GetBaseItemFitsInInventory(int nBaseItemType, object oTarget);

// Get oObject's local cassowary variable reference sVarName
// * Return value on error: empty solver
// * NB: cassowary types are references, same as objects.
// Unlike scalars such as int and string, solver references share the same data.
// Modifications made to one reference are reflected on others.
cassowary GetLocalCassowary(object oObject, string sVarName);

// Set a reference to the given solver on oObject.
// * NB: cassowary types are references, same as objects.
// Unlike scalars such as int and string, solver references share the same data.
// Modifications made to one reference are reflected on others.
void SetLocalCassowary(object oObject, string sVarName, cassowary cSolver);

// Delete local solver reference.
// * NB: cassowary types are references, same as objects.
// Unlike scalars such as int and string, solver references share the same data.
// Modifications made to one reference are reflected on others.
void DeleteLocalCassowary(object oObject, string sVarName);

// Clear out this solver, removing all state, constraints and suggestions.
// This is provided as a convenience if you wish to reuse a cassowary variable.
// It is not necessary to call this for solvers you simply want to let go out of scope.
void CassowaryReset(cassowary cSolver);

// Add a constraint to the system.
// * The constraint needs to be a valid comparison equation, one of: >=, ==, // * This implementation is a linear constraint solver.
// * You cannot multiply or divide variables and expressions with each other.
// Doing so will result in a error when attempting to add the constraint.
// (You can, of course, multiply or divide by constants).
// * fStrength must be >= CASSOWARY_STRENGTH_WEAK && // * Any referenced variables can be retrieved with CassowaryGetValue().
// * Returns "" on success, or the parser/constraint system error message.
string CassowaryConstrain(cassowary cSolver, string sConstraint, float fStrength = CASSOWARY_STRENGTH_REQUIRED);

// Suggest a value to the solver.
// * Edit variables are soft constraints and exist as an optimisation for complex systems.
// You can do the same with Constrain("v == 5", CASSOWARY_STRENGTH_xxx); but edit variables
// allow you to suggest values without having to rebuild the solver.
// * fStrength must be >= CASSOWARY_STRENGTH_WEAK && < CASSOWARY_STRENGTH_REQUIRED
// Suggested values cannot be required, as suggesting a value must not invalidate the solver.
void CassowarySuggestValue(cassowary cSolver, string sVarName, float fValue, float fStrength = CASSOWARY_STRENGTH_STRONG);

// Get the value for the given variable, or 0.0 on error.
float CassowaryGetValue(cassowary cSolver, string sVarName);

// Gets a printable debug state of the given solver, which may help you debug
// complex systems.
string CassowaryDebug(cassowary cSolver);

// Overrides a given strref to always return sValue instead of what is in the TLK file.
// Setting sValue to "" will delete the override
void SetTlkOverride(int nStrRef, string sValue="");

// Constructs a custom itemproperty given all the parameters explicitly.
// This function can be used in place of all the other ItemPropertyXxx constructors
// Use GetItemProperty{Type,SubType,CostTableValue,Param1Value} to see the values for a given itemproperty.
itemproperty ItemPropertyCustom(int nType, int nSubType=-1, int nCostTableValue=-1, int nParam1Value=-1);


Pathfinding
  • Makes PC pathfinding no longer use simplified pathfinding at certain distances. Given that PC pathfinding is given more time, it is generally well able to handle this and benefit from it.
  • Fixed inaccurate calculation of grid step tolerance when using grid pathfinding.
  • Fixed potential endless loops with ActionMoveAwayFromLocation.
  • Fixed inconsistencies between when to use Z when comparing distances, which would result in certain actions failing when they shouldn't.
  • Adds lacking safety checks which was causing pathfinding to floor performance if trying to interact with a door that was unreachable.
  • Server settings: Removed experimental enhanced pathfinding toggle (now always on).
  • Fixed some minor errors related to collision resulting in imprecisions.


Other Features
  • GUI/NUI: Implemented floating point UI scaling.
  • GUI/NUI: Implemented TTF font rendering.
  • NUI: Implemented 9-slice gui skinning.
  • NUI: Now using a cassowary constraint solver system to layout widgets.

  • Floating damage numbers are now colourised based on the damage type taken.

  • NUI: Redesigned the Options UI.
  • NUI: Redesigned the NWSync Storage Management UI. (Now called Storage in the menu, and also accessible via the new game launcher).
  • NUI: Fixed up some other UI panels to layout properly even when scaled.
  • NUI: Added a panel to show Open Source Licences to config UI.
  • NUI: Made sound effects more immersive/in line with base UI usage (different click noises depending on widget).
  • GUI: Added a windowed/fullscreen/borderless dropdown to the Config UI and fixed the mode sometimes not initialising correctly.

  • Async loading of files and images via http streaming. (Backend system work)
  • ResMan: Movies can now be stored and played from override, ERF (hak, mod) and NWSync.
  • SQLite: Added a configurable busy timeout, so that just externally running something on a campaign/nwsync database doesn’t immediately abort queries running in the game. (3s default)
  • SQLite: Added builtin functions for NWCompressedBuf compression, base64 de/encode, and hashing. See SQLITE_Readme.md in data.

  • HTTP: Added a disk caching service to avoid repeated requests; added alias CACHE: (USERDIR/cache) by default. Configurable in settings, default max size is 100MB.

  • Base: Game windowed size is now 1024x768 by default, because some UI just got too big.
  • Base: TLK files now have a local cache, improving repeated lookup performance.
  • Base: API cleanup for NWNX support
  • Server: Removed some superfluous service updates (very minor perf).

  • Renderer: Tweaks to palettes for PLTs to prevent metallic looks. Tweaks to PLTs for armour to prevent alpha dithering: https://nwn.beamdog.net/web/compare/custom_mat/
  • Renderer: Added unique shader for particles; now with soft particle rendering; enable particle blending with fog: https://nwn.beamdog.net/web/compare/softparticles/, https://nwn.beamdog.net/web/compare/particles_fog/
  • Renderer: Improved colour overflow for transparent objects: https://nwn.beamdog.net/web/compare/alpha_overflow/

  • Renderer: Implemented proper OpenGL buffer orphaning.
  • Renderer: Unified and simplified the shader setup, allowing the default vs/fslit_nm/sm shaders to be used for all standard PBR setups.
  • Renderer: Made displacement offset a uniform that can be passed from materials to set a base level. To use it, add parameter float DisplacementOffset in a material. By default, the shaders assume the base (zero) level of the heightmap is 1 (white), so if base level is 0.6, the value needs to be -0.4, etc.
  • Renderer: Made alpha level adhere to Fresnel effects at high shader quality.
  • Renderer/Debug UI: Added a dropdown to select various rendering modes helpful for debugging (Material modes, Lighting channels, ..)
  • Renderer: Improvements to FBO, grant all shaders access to color and depth buffer textures
  • Renderer: Quickbar icons can now reload via SetTextureOverride #121
  • Renderer: Fixed broken normal and tangent generation for skinmeshes due to invalidated render hints. Improved shader picking based on tangets/handedness.
  • Renderer: Shader compilation errors are now printed to the game log file.
  • Renderer: Separated out area wide lighting from area point lights. (Small perf improvement).

  • Renderer/OVT: WALKDIST and RUNDIST now scales properly with visual transforms for you, in order to keep footsteps in sync.

  • Renderer: Added material files for icy tileset.
  • Renderer: Added material files for male and female old human heads so their hair no longer appears metallic.


Fixes
  • Fixed main menu music not playing when intro movies are skipped.

  • Renderer: Fixed a bad hashing algo for PLT textures resulting in excessive cache misses.
  • Renderer: Fixed incorrectly initialised null textures in some cases, resulting in incorrect textures and unnecessary texture binds.
  • Renderer: Removed redundant skinmesh bone remapping. Slight performance improvement, especially for models with many nodes.
  • Renderer: Made texture management more efficient, streamline for future changes to PBR.
  • Renderer/ResMan: Disabled the async model loader. Addresses the bodyparts missing issue. #145
  • Renderer: Maximum number of bones of a single skinmesh is now 64, to match mobile. This should fix the case where the game runs with 1-2fps on some GPUs.
  • Renderer: Fixed crashes due to NULL textures.
  • Renderer: Fixed crashing due to broken skinmesh models.
  • Renderer: Regression: Fixed compiled light models having issues due to memory misalignment/struct packing.
  • Renderer: Fixed an issue that would potentially cause scenes using custom shaders to malfunction in the event that a user changes video options in game.
  • Renderer: Fix text input caret pulsing when paused. Fix caret colouring following text in some situations.
  • Renderer: Safeguard against crashes when an animation was missing
  • Renderer: Optimised animesh buffer uploading; reduce time spent on GUI rendering.
  • Renderer: Make the `decal` property actually disable lighting, rather than just self-illuminating brightly. Fixed some GUI scenes by adding decal to txis.
  • Renderer: Fixed issue with darkness and similar negative light effects always being pushed to the end of the light priority list.
  • Renderer: Fixed tile lights being added to the BSP before having their radii set (causing minor imprecisions.)
  • Renderer: Fixed an issue with setting custom shaders when objects were using just one material for all parts while having more than one part.
  • Renderer: Fixed a minor regression with the high contrast shader.
  • Renderer: Removed a good chunk of dead/redundant code.

  • Nuklear: Fixed a memleak that would degrade long play sessions

  • VM: Fixed crash when calling DestroyArea() on a invalid object.
  • VM: Stopped ExecuteScriptChunk from writing “!chunk.ndb” to override.
  • VM: sqlite commands: Added missing newline in log output.
  • VM: Fixed issue in string handling (also: VM: SubString()) that would have resulted in memory leaks or crashes.

  • Game: Don’t use weapon AB for ranged touch attacks anymore.
  • Fixes to passive attack target selection. This should address Cleave etc. sometimes failing to find a followup target. #172

  • Game: Effect Miss Chance/Blind Fighting: Fix erroneous re-roll against target concealment, fix effect being ignored against blind fighting. #15
  • Game: Fixed error in levelup validation related to SkillpointModifierAbility being starred out #180
  • Game: Fixed ResistSpell() when called from AOE spell scripts.
  • Game: Fixed classstat modifiers applying incorrectly to polymorph. #185
  • Fixed the DM flag being set incorrectly on player characters when copying files around. #216
  • Fixed a rare crash in game object update netcode when writing out the party state of a player that just exited.
  • Fixed a loop wraparound overflow game hang/crash when removing effect icons.
  • Game: Fixed a crash when the game tried to write a log entry as it was shutting down.
  • Emitters: fixed them not interpolating if not both size_y start and end were set (correct behaviour is to do if either is non-zero).
  • Game: Never allow the window size to shrink below (100, 100). This works around the case where the window was too small to spot or resize back up0.
  • Fixed a crash when clicking the Recommended button on chargen package selection with no packages available.
  • Fixed a string type conversion error resulting in some empty strings in UI
  • http: Made http errors more verbose. Verbosity is Friend.

  • Fixed nwsync-enabled savegames not loading due to missing TLK error.

  • Input: Character input is now correctly converted from the language charset. This should address broken polish text input.

  • NUI: Fixed codepage glyphs cutting text off due to incorrectly-set codepage.
  • NUI: Fix window flickering from (0,0) to center pos on first frame after opening.
  • NUI: Fix window sometimes scaling down to (0,0).
  • NUI: Pressing Escape now closes the currently focused window.
  • NUI: Fixed UI not properly hiding when pressing Alt-F4/X to close the game.
  • NUI Skinning: Made font white in all widgets, instead of grey.
  • NUI Skinning: Skinned text input box.
  • NUI Skinning: Title bars now look like native windows.
  • NUI Skinning: Close/Minimise buttons match native style.
  • NUI Skinning: Fixed combo box style.
  • NUI Skinning: Window and group borders are now rendered 9-sliced.
  • NUI Skinning: Fixed scrollbars not aligning properly.
  • NUI: Fixed windows not properly auto-centering when ui-scaled.
  • NUI: Fixed line fitting code to no longer repeat words when word-wrapping; improved performance to only do line flowing once.
  • NUI: Fixed layouting reflow triggering once per frame when UI-scaled.
  • NUI/GUI: Fixed TTF font rendering for Polish. #191 #235

  • GUI: Fixed input caret; now back with extra cyan and more blinkage.
  • GUI: Fixed password input box not accepting your passwords, no matter how good they were.

  • Movie player: Optimised so it doesn’t create the movie texture as often.

  • Toolset: Fixed floating point drifting for X/YOrientation
  • Toolset: Now reads DEVELOPMENT: (but it might not live-reload the same as the game would).


Art
  • Added three content winner portraits to base game (aragnosh/human male, seafaref/halfelf female, seafarem/halfelf male).
  • Fixed torch model flicker.

New Patch for Neverwinter Nights: Enhanced Edition— Available Now!

Greetings Adventurers,

We just launched Patch 8193.20 for Neverwinter Nights: Enhanced Edition! The update adds scores of features & fixes to the core campaigns, premium modules and toolsets. Today’s patch also addresses the voiceover issue for non-english localizations.

Huge thanks to our amazing community for helping to test out the beta versions of this patch— we couldn’t have done it without you!

Check out the Patch Highlights & Full Details below!



Patch Highlights
  • Non-English Voiceover: We fixed the issue causing english voiceover to play for non-english localizations
  • NPC Movement: We improved the movement/navigation of Non-Player Characters (NPCs) and Creatures
  • Multiplayer: We fixed a server-side issue and increased the module description size so players get the full details
  • Dozens of Fixes: We’ve added dozens of fixes to improve the overall experience in adventures, toolsets and the Dungeon Master Client
  • New Scripting Functionality: See details below!

Check out the full patch notes below!

Patch Notes


[h2]NPC Movement
[/h2]
  • Improved navigation of NPCs and Creatures
  • Creatures now move in a logical direction when they are bumped or pushed


[h2]Performance Improvements
[/h2]
  • Optimized “Hardness” (placeable damage resistance) in the game so it no longer imposes heavy impact on server loads


[h2]Fixes[/h2]
  • Non-English localizations now use correct voiceovers
  • Fixed the multiplayer UI not saving the network port configuration
  • Increased module description size to avoid cutting off text in the multiplayer browser
  • Fixed an issue causing invalid skill point messages and preventing level ups
  • Fixed a rare crash when loading custom content models
  • Fixed a crash occurring in character selection when existing character files have an invalid player class or race
  • Added a fix to make sure NPCs, like Deekin, level up correctly
  • Fixed issues in the Premium Module Darkness over Daggerford
  • Fixed an issue with the Daggerford Wagon
  • Fixed minor issues in the Great Cheese Caper quest


[h2]Graphics[/h2]
  • Improved the appearance of armor and metals
  • Shadows now fade more smoothly in relation to distance, height and angles.
  • The Dynamic Contrast Shader now has adjustable settings in the options menu
  • The Depth of Field Shader now has adjustable settings in the options menu
  • Lights now fade in and out out more smoothly
  • Texture animations now animate consistently
  • Fixed the water shader showing seams
  • Water now always uses the env map
  • Grass now fades in smoothly rather than appearing abruptly
  • Skyfade fog coloured model below the horizon now covers below area, so missing meshes and keyholing show a black backdrop


[h3]Renderer Improvements[/h3]
  • Optimised renderer GL buffer handling
  • Fixed clear colour erroneously reverting to black when loading into an area if a game object was received at exactly the wrong time
  • Fixed some erratic keyholing behaviour in certain situations
  • Reduced the number of shader reloads
  • Fixed dropped items floating too far over the ground
  • Fixed weather not correctly cleaning up after lightning events, sometimes resulting in heavy FPS drops
  • Fixed skin meshes (cloaks, robes) occasionally being warped or dislocated when animating
  • Normal maps are now read as two-channel textures (three are still supported, but this was needed for BC5)
  • Water reflections now ignore subsurface alpha
  • Env map tex coords are now always calculated per-fragment in HQ mode
  • Specular lighting now ignores material transparency
  • Refined light occlusion calculations
  • Shared material uniform data is now reset for each draw call. This fixes issues where a material incorrectly adopts parameters from the previously-rendered, if the current material has none.


[h2]NWSync Optimizations[/h2]
  • Dedicated servers can now load their module data from a specially prepared NWSync repository, instead of having to have a copy of the module and hak files. (This mainly benefits big servers that have a CI/CD pipeline set up.)
  • Added argument -moduleurl, from which the module data will be sourced
  • Added a new optional argument -modulehash; which is considered to be `latest` if omitted
  • Generate the server/module repository with --with-module
  • You can reuse the public repository to save on duplication/disk space; or use a separate/private one. If you reuse the same repository and do not want to leak the module data, turn off http content listing and write the data with --no-latest.
  • Data is stored in SERVERHOME/nwsync (this works the same as on the client). It will auto-prune old data if the group_id matches. The rest is left up to you.


[h2]Content Updates
[/h2]
  • Added half-dragon tail to half-dragon blueprint
  • Added missing texture for worldmap placeables
  • Rendered new icons for the gem shields
  • Fixed Tanarukk Blueprints, Factions & Script
  • Fixed some tile models resulting in Access Violation in the toolset
  • Set all weapons for Ambient and Diffuse of 100% (1 1 1), in alignment with the new graphics & lighting
  • Fixes to Shadow, Mesh and Bounding Boxes
  • Added in several missing art models and portraits, along with toolset blueprints (DoD Flags, Signs, & Duke Painting; Tyrants Flowering Plants & Wavy Water 1x1, Invisible Ground 4x4, Worldmaps - Floor and Wall-Mounted)
  • Rebuilt placeable walkmeshes on several larger models to be 3D instead of a flat plane
  • Low Ambient Values raised to 1 1 1 (to allow other forms of tinting)
  • Shields/Cloaks/Robes: Compiled shield models and turned Ambient and Diffuse values to 1.0 1.0 1.0, so area lighting and tinting can have fullest effect as well as clothing matched-up from race-to-race
  • Skybox, Black: Added missing model
  • XP3 placeables: Many fixes for useability, shadows, z-fighting, walkmesh, and appearance
  • XP3 Gem Golems: Adjusted appearance for proper translucency & shine (creatures/weapons/shields)
  • Daggerford & Tyrants of the Moonsea Placeables: Reworked placeable Use nodes to strict 13-character length requirement, cleaned up PWK walkmesh settings
  • Glass and Metal textures: Fixed TXI settings, added an alpha channel to maps for specularity and custom environment mapping (new textures)
  • Candles (Non-Ambient): Added a dynamic light with shadowing (Disclaimer: nearby props must not be set to Static in order to cast shadows, but work much better than Ambient lights)
  • Elven Lanterns: Fixed candle flame not showing through panes and added ambient/dynamic versions, as with candles
  • Kochrachon: Fixed deformed arms & a floating "thumb"
  • Appearance.2DA: Curst Swordsman: Removed undesired environmental mapping
  • Kobolds/Goblins/Orcs/Golems/Giants: Added default environmental mapping
  • Orcus (Blueprint): Added missing creature hide and Wand to inventory
  • Gem Greatswords, Warhammers, Shields and Placeable Gemstones: Fixed UV's and self-illumination settings
  • Doortypes.2DA: Added proper blueprint ref's for the two new elven doors (TTF02)
  • Loadscreens.2DA: Added default tileset entries for DoD and Tyrants loadscreens
  • Placeables.2DA: Fixed various settings on placeable entries
  • PlaceablePalStd.ITP: Added new entries for missing blueprints, removed a couple bogus entries
  • Portraits.2DA: Added missing entries, for missing blueprints
  • Tailmodel.2DA: Changed entry 5000 from "karandas" to "Half-Dragon"
  • PLC_C10 (Placeable Door): Fixed a bad set of Use Nodes (“secret door” fix)
  • TNO01: Fixed a SQRT Domain error in TNO01 Boat (at last!)
  • TNO01: Fixed a crash in TNO01 Ship1 and Market Stall, Long: caused by too many mesh parts
  • TNO01: Fixed chimney & window animations in Inn, Coach 2x2
  • TTF02 and TTS02 Doors: Fixed DWK naming and settings
  • TTF02 Water: Fixed bad transparency settings in stream tiles (as seen through tree branches)
  • TSS13 (Seaships): Added edge tiles TSS13_edge.2DA
  • TSS13_C07_04: Fixed a bad water reference
  • TCN_UDoor_02: Fixed a shifted walkmesh and transition mesh (you could transition the door w/o opening)
  • TDM01_O11_01: Replaced a missing face in the doorway mesh
  • TCN01_A06_01: Fixed some meshes which had shifted from bas X-Forms
  • TRM02.SET: Added a missing crosser entry
  • TCM02.SET: Fixed typos in a couple tile names
  • TCM02: Replaced small/misaligned water meshes on several tiles
  • IIT_Torch02: Adjusted smoke to be much more minimal than a standard torch
  • TTF02_I07_02: Removed a bunch of extra/ugly tree foliage meshes
  • TTF02_T13-14_01: Set meshes from Render 0 to 1, fixed UV's on tent flap, added bottom mesh to lean-to
  • TWC03_C53_01, TWC03_C54_06: Fixed broken fireplace animations, added a woodpile for fuel
  • TDE01, TNI02, and TSW01: Restored the "Lightning Tiles" in TDE01, TNI02, and TSW01, added animloops for shutdown where needed


[h3]Toolset[/h3]
  • Fixed some shadows not rendering properly
  • Fixed VFX emitters not rendering properly


[h2]Other Updates[/h2]
  • Fixed minimap data being assigned incorrectly when deleting an area via VM::DestroyArea
  • Fixed cloaks and robes not inheriting visual transform animation speed
  • Fixed items losing the possessor reference when failing to merge a stack out of a container, resulting in dead/unusable items and eventually a crash
  • “Hide Second Story Tiles” setting is now disabled by default
  • Linux binaries are now built against Debian Stretch (9), fixing requirements to Debian 9, Ubuntu 18.04 LTS, or newer. This should take care of the glibc issues some folks were seeing, as well as the stray libsndio linkage
  • Danglymesh is now properly frozen when the game is paused
  • Model loader: Set mesh ambient and diffuse to vec3(1.0) by default
  • NWSync command line args now verify the URL and Hash formats
  • Fixed an issue where the first texture in a material was replaced with the NULL texture after an area change
  • Fixed classstat abilities modifiers not being considered for feat requirements on levelup, when the abilities are gained on the very same level
  • Fixed class stat ability modifiers sometimes not updating after a levelup (for example, for STR damage bonus)
  • Fixed blank value in SkillPointModifierAbility in racialtypes.2da failing ELC
  • Debug UI: Fixed a client crash in the NWScript Widget when inputting a invalid object ID
  • nwscript.nss: Added missing tileset resref constants
  • Config: The default value for 2D/3D bias is now 1.0 which should fix sound effect quietness (you need to reset it manually in Options if you want to try this)
  • Scripting:
  • Fixed material parameters not being updated for single float changes
  • Cutscenes: Fixed Hide Second Story Tiles not being saved/restored correctly
  • Cutscenes: Fixed camera being reset with incorrect values despite VM::StoreCameraFacing not having been called
  • ActivatePortal: Fixed some cases where NAT punchthrough or relaying failed to work
  • Fixed a crash when calling area management functions twice (e.g. CopyArea(CopyArea()))
  • EnterTargetingMode() now also triggers when the user cancels out, with the target area or object returned as INVALID_OBJECT
  • Material filenames and params now allow underscore


[h2]New Scripting Functionality
[/h2]
// Sets the current hitpoints of oObject.
// * You cannot destroy or revive objects or creatures with this function.
// * For currently dying PCs, you can only set hitpoints in the range of -9 to 0.
// * All other objects need to be alive and the range is clamped to 1 and max hitpoints.
// * This is not considered damage (or healing). It circumvents all combat logic, including damage resistance and reduction.
// * This is not considered a friendly or hostile combat action. It will not affect factions, nor will it trigger script events.
// * This will not advise player parties in the combat log.
void SetCurrentHitPoints(object oObject, int nHitPoints);


Beta Test 2: Is the NWNEE Patch Ready for Release?

Greetings everyone!

We’re just about ready to ship Patch 8193.20 for Neverwinter Nights: Enhanced Edition— but we need your help to test the Beta (Round 2)!

Based on your feedback from the latest beta test, we’ve updated the build of the next Neverwinter Nights: Enhanced Edition patch with a few fixes. Huge thanks to all testers for their feedback on this!

Now we'd like to gather your thoughts on the new build: Is it stable & solid? Is it ready for release? Let us know!

[h2]How to Participate:[/h2]
  • In your Steam Library, Right-Click Neverwinter Nights: Enhanced Edition and choose “Properties”
  • Click on the Beta Tab
  • Choose the build8193.20 in the drop down menu
  • Play the Beta on Steam
  • Vote in the Comments Below, or on the Beamdog Forums
  • Yes, it's Ready to Release! - or - No, it's not ready (please explain)


Keep in mind, we plan to release future patches, so if a fix or feature you’re keen to see added isn’t here, we may be able to address it in a future update. The feedback we need from you today is to make sure this patch is stable and moves the game in the right direction! Is Beta Build 8193.20 ready to release as a patch for Neverwinter Nights: Enhanced Edition?

[h2]Patch Highlights: [/h2]
Last month we shipped an epic patch with some huge graphical upgrades. This month we’re looking to tackle a few bugs that the big patch introduced, and improve the overall polish of our favorite RPG.
  • Fixes issue where Non-English voice overs played in English
  • Fixes several crashes in campaigns, menus & toolset
  • Refines the shaders and lighting renderers added in the last patch
  • Added a few fixes based on user feedback in the previous test, including the hardness fix


[h2]Vote on the Beta (Round 2)![/h2]
  • Yes, Ready to Release!
  • No, It's not ready (please explain)