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Neverwinter Nights: Enhanced Edition News

Development Build 8193.20

Fixes
  • Reverted placeable Hardness behaviour to again ignore non-physical damage.
  • Fixed RDD NPCs not levelling up correctly in some cases (for example, Deekin).

Seeking Beta Testers! Come test the upcoming NWNEE Patch (8193.19)

Greetings adventurers,

We’re just about ready to ship Patch 8193.19 for Neverwinter Nights: Enhanced Edition— but we need your help to test the Beta!

Last month we shipped an epic patch with some huge graphical upgrades. This month we’re looking to tackle a few bugs that big patch introduced, and improve the overall polish of our favorite RPG.

[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 build8193.19 in the drop down menu
  • Play the Beta on Steam
  • Comment Below to Vote: [Yes, Ready to Release!] / [Not Ready! (please explain)]
  • > or Vote on the Beamdog Forums here!


[h2]Patch Highlights: [/h2]
  • 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


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!

[h2]Vote Below: Yes, Ready to Release! / Not Ready! (please explain)[/h2]

Development Build 8193.19

Hello, dear community!

This is dev patch 82.8193.19.

As always, it is cross-compatible with all 8193-series releases, though newer features will not work on older servers, and vice versa.

Please test, and report any issues you find.

Thank you!

Fixes
  • Fixed dropped items floating too far over the ground.
  • VM: Fixed a crash when calling area management functions twice (e.g. CopyArea(CopyArea())).
  • Fixed a crash when a character file in localvault has a invalid racialtype or class.
  • Art: Fixed some tile models resulting in Access Violation in the toolset.


Development Build 8193.18

Hello friends!

We're shipping Dev Patch 8193.18 today. This is stabilisation and bugfixes, with just a tiny selection of existing feature improvements.

Changes
  • VM: EnterTargetingMode() now also triggers when the user cancels out, with the target area or object returned as INVALID_OBJECT.

  • Pathfinding: Creature bumping should now pick a more logical displacement direction for the bump.
  • Pathfinding: Further improvements to AI pathing.

  • Refactored Hardness to no longer be an effect; gain ~5% cpu time improvement on heavy server loads.
  • VM: Material filenames and params now allow underscores.
  • nwscript.nss: Added missing tileset resref constants.

  • Multiplayer browser: Bumped module description size to 1KB, to avoid needless cutoff.

  • 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.

  • Config: The default value for 2D/3D bias is now 1.0. This should fix sound effect quietness. You need to reset it manually in Options if you want to try this.


Fixes
  • Renderer: Fixed weather not correctly cleaning up after lightning events, sometimes resulting in heavy FPS drops.
  • Renderer: Fixed skinmeshes (cloaks, robes) occasionally being warped or dislocated when animating.
  • Renderer: Normal maps are now read as two-channel textures (three are still supported, but this was needed for BC5).
  • Renderer: Water reflections now ignore subsurface alpha.
  • Renderer: env map tex coords are now always calculated per-fragment in HQ mode.
  • Renderer: Specular lighting now ignores material transparency.
  • Renderer: Refined light occlusion calculations.
  • Renderer: 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.

  • Multiplayer Server UI: Fixed server port not being saved.

  • VM: Fixed material parameters not being updated for single float changes.
  • VM: Cutscenes: Fixed Hide Second Story Tiles not being saved/restored correctly. #137
  • VM: Cutscenes: Fixed camera being reset with incorrect values despite VM::StoreCameraFacing not having been called. #126
  • VM: ActivatePortal: Fixed some cases where NAT punchthrough or relaying failed to work.

  • Fixed a regression in ValidateCharacter that resulted in invalid skill point messages. #180
  • Fixed blank value in SkillPointModifierAbility in racialtypes.2da failing ELC. #180

  • Fixed a rare crash when loading custom content models.


Premiums
  • DoD: Addressed two minor issues related to the Great Cheese Caper quest


Art
  • Set all weapons for Ambient and Diffuse of 100% (1 1 1), in alignment with the new graphics & lighting
  • TCN_UDoor_02: Fixed a shifted walkmesh and transition mesh (you could transition the door w/o opening)
  • TSS13_C07_04: Fixed a bad water reference
  • PLC_C10 (Placeable Door): Fixed a bad set of Use Nodes (“secret door” fix)
  • TDM01_O11_01: Replaced a missing face in the doorway mesh (#183)
  • TCN01_A06_01: Fixed some meshes which had shifted from bas X-Forms (#178)
  • TTF02_T13-14_01: Set meshes from Render 0 to 1, fixed UV's on tent flap, added bottom mesh to lean-to (#186)
  • Orcus (Blueprint): Added missing creature hide and Wand to inventory (#177)
  • TWC03_C53_01, TWC03_C54_06: Fixed broken fireplace animations, added a woodpile for fuel (#188)
  • Gem Greatswords, Warhammers, Shields and Placeable Gemstones: Fixed UV's and self-illumination settings (#174)
  • TRM02.SET Added a missing crosser entry (#194)
  • TCM02.SET Fixed typos in a couple tile names (#196)
  • TCM02 Replaced small/misaligned water meshes on several tiles (#195)
  • IIT_Torch02 Adjusted smoke to be much more minimal than a standard torch (#189)
  • TTF02_I07_02: Removed a bunch of extra/ugly tree foliage meshes (#181)
  • Rendered new icons for the gem shields (#174)
  • Fixed Tanarukk Blueprints, Factions & Script (#198)

Development Build 8193.17

Changes
  • Config: “Hide secondary story tiles” is now disabled by default.
  • Dynamic contrast shader now has config options for intensity and midpoint.
  • Depth of Field shader should now behave better; added configuration option for used focusing type.
  • Armour/metals are now rendered with more detail and less blotches.
  • Shadows now fade out more smoothly in relation to distance and height/angle.


Fixes
  • Fixed the localisations not loading some keytable content (like voiceovers).
  • Lighting: Fixed an issue in the light range calculation that resulted in lights occasionally flicking off/on rather than fading out smoothly.
  • Renderer: Optimised renderer GL buffer handling.
  • Fix texture animations sometimes not animating. #68
  • Renderer: Fixed clear colour erroneously reverting to black when loading into an area if a game object was received at exactly the wrong time.
  • Fixed the water shader showing seams.
  • Water now always uses the env map.
  • Danglymesh is now properly frozen when the game is paused.
  • Grass: Fixed fade-in Z fighting/shimmering when viewing from above, fixed grass appearing abruptly instead of fading in smoothly.
  • Skyfade fog coloured model below the horizon now covers below area, so missing meshes and keyholing show a black backdrop.
  • Fixed minimap data being assigned incorrectly when deleting an area via VM::DestroyArea.
  • Fixed cloaks and robes not inheriting visual transform animation speed. #159
  • 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.
  • Model loader: Set mesh ambient and diffuse to vec3(1.0) by default.
  • NWSync command line args now verify the URL and Hash formats.
  • Debug UI: Fixed a client crash in the NWScript Widget when inputting a invalid object ID. #141
  • 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. #45
  • Fixed classstat ability modifiers sometimes not updating after a levelup (for example, for STR damage bonus).
  • Renderer: Fixed some erratic keyholing behaviour in certain situations.
  • Renderer: Reduced the number of shader reloads.


Toolset
  • Toolset: Fixed shadow rendering with fog disabled.
  • Toolset: Fixed VFX emitters not rendering properly. #162
  • Toolset: Fixed some shadows not rendering properly.


Art Fixes
  • Fixed a crash in TNO01 Ship1 and Market Stall, Long: caused by too many mesh parts
  • 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
  • TNO01: Fixed chimney & window animations in Inn, Coach 2x2
  • Shields/Cloaks/Robes (all): 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. Compiled shield models
  • Skybox, Black: Added missing model
  • Restored the "Lightning Tiles" in TDE01, TNI02, and TSW01, added animloops for shutdown where needed
  • 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
  • Shadow, Mesh and Bounding Box fixes
  • 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)
  • 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)
  • Added half-dragon tail to Half-Dragon blueprint
  • Added missing texture for worldmap placeables
  • 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, added ambient/dynamic versions as with candles
  • Fixed a SQRT Domain error in TNO01 Boat (at last!)
  • Kochrachon: Fixed deformed arms & a floating "thumb"
  • Appearance.2DA
  • Curst Swordsman: Removed undesired environmental mapping
  • Kobolds/Goblins/Orcs/Golems/Giants/a few others: Added default environmental mapping
  • 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"


Premiums
  • DoD: Fixed use node on the Daggerford Wagon in the dev hak


Using NWSync Serverside

The linux/macos nwserver binaries can now bootstrap from NWSync instead of having to have a copy of all hak data.
  • New argument -moduleurl, from which the module data will be sourced.
  • New optional argument -modulehash; which is considered to be `latest` if omitted.
  • You need to 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, same as on the client. It will auto-prune old data if the group_id matches, also same as the client. The rest is left up to you.


New Scripting Functionality
// 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);