Neverwinter Nights 2 - Premonition (Version 1.07) Beta Patch Notes
August 28
th,
2007
Developer Note
Hi Everyone!
There�s a word I�d like you all to keep in mind � by the end
of this note, you�ll understand why. That word is
Premonition.
We here at Obsidian have been working on
Neverwinter
Nights 2 for just over three years now. The biggest milestone in our
three years working on
Neverwinter Nights 2 was last October�s launch of
the game. It was great to get the product out to people, so they could
see the campaign we�d developed and check out what the new engine and toolset
were capable of.
As with any undertaking of the scope of
NWN2, there
have been many challenges � but we�ve always dedicated ourselves to resolving
them, pressing ahead and looking forward to the potential of what we felt a
great sequel to
Neverwinter Nights should be. As exciting and
rewarding as it was to release the game, and as proud as we are of it, we
certainly understood and in many cases agreed with some of the
complaints. Even at launch, we wanted to improve the game in several
ways. And so we pressed ahead, always driven to achieve that potential �
driven by the vision of what both we and the community could make of
Neverwinter
Nights 2.
Update 1.03 saw massive performance improvements, and now
Update 1.07 will include a second set of performance optimizations. We�ve
worked with the community to improve some of the walkmesh and AI issues with
the game, and our dedication to supporting our scriptable, customizable
graphical user interface (GUI) has paid off with the community developing UI modifications
that allow people to customize the game�s UI to their liking. The DM
client you�re getting with this patch is a full featured tool for running
multiplayer games.
Additionally, we knew when we released the game that while
the
Neverwinter Nights 2 toolset was much more flexible and powerful
than the original game�s, it would have a steeper learning curve.
Additionally, some of us were worried about whether the community would step up
to the plate with the new functionality we�d given them. For instance, we
knew the UI scripting we introduced was powerful � but would people take
advantage of it?
I�m pleased to say that, while there certainly has been a
bit of a learning curve while the community has been mastering the new engine,
new toolset and new functionality we�ve provided, looking back at the past year
I can point to lots of fantastic things that the community has generated � many
of which were impossible in the old game.
For examples, check out our
NWN2
Blog, where each week we highlight some of the cool things the community
has made.
But, here�s a short list of examples of cool community creations
within the last year:
�
The NWN2 DMFI, with its strong integration into the user
interface and its own custom GUI.
�
All of the cool community generated stuff up on NWVault,
including the custom Modules, prefab areas, custom GUIs, and much more.
�
The extremely useful toolset plugins, which extend to the
community the ability to generate the tools that they want or need.
�
TonyK and evenflw�s AI improvements.
�
All of the entrants into our Module contest.
�
Several very cool, active persistent worlds.
All this � and people haven�t even had the new toolset and engine for a full
year!
And so, we�re going to continue looking forward. This
October,
Neverwinter Nights 2: Mask of the Betrayer will ship, a
little bit shy of
NWN2�s first birthday. And, in anticipation of
Mask,
we�re delivering the largest, most feature rich update to NWN2 yet.
Remember when I mentioned
Premonition earlier?
A premonition is a sense of the future; an anticipation of what is to
come. In many ways,
Mask was designed to anticipate the things
that you guys would like to see improved in
Neverwinter 2 � better
performance and new creatures, area textures, placeables, races and classes and
more.
We here at Obsidian are very excited to get
Mask to
all of you. And, we�re excited to see what the community will do with the
new stuff we�ve provided. This update contains many of the core game
changes that we�ve made during the development of
Mask of the Betrayer.
It even contains a sneak peak at one of
Mask�s new creatures. We
felt that this update was big enough to warrant its own title � and so we
decided on
Premonition, as this Update gives you, the community, a
chance to anticipate some of what you all are going to see when you pick up
Mask.
Premonition is a fitting title for another reason,
too. This update is a preview of our future plans to continue to improve
the level of support and dedication we�ve given to the game - to continue to
look forward and make
Neverwinter Nights 2 the ultimate computer D&D
role-playing experience.
From all of us here at Obsidian, we hope you enjoy
Premonition
and
Mask of the Betrayer. And, as always, we�re looking forward to
seeing the awesome and creative content you guys develop with the new tools
we�ve provided.
Thanks,
Nathaniel Chapman
Assistant Producer
Obsidian Entertainment, Inc.
New Features in Premonition
General
�
Character
Mode and Strategy Mode � In advance of the release of the
Mask of the Betrayer expansion
pack this September, we�ve included one of the major new revisions we�ve made
to the camera and control modes.
Now, the four camera modes (Top Down, Chase,
Driving and Free Camera) have been consolidated into two modes that are more
configurable and clearer to use than the old modes � Character Mode and
Strategy Mode.
These modes affect both the function of the camera and the controls for each
mode, and are designed to be most efficient for the two primary styles of play
� controlling a single character, and controlling a full party. Note that while
the information given here refers to the default function of each mode, these
modes are highly configurable.
Please check out all of the options in the
newly updated Options Menu.
You can toggle which mode you are in by pressing
the * key by default.
o
Character
Mode: In Character
Mode, the camera follows behind and over the shoulder of the currently
controlled character. This mode is useful for getting a good look at your
surroundings and exploring an area while focused on controlling an individual
character.
While in Character Mode, by default, holding the Left Mouse Button
down and moving the mouse to the left or right will turn the character. You can
also turn by moving the mouse to the edge of the screen. Holding down the
Middle Mouse Button or pressing the Arrow keys will allow you to rotate the
camera around the currently controlled character.
o
Strategy
Mode: Strategy
Mode is a top down Play Mode that is intended to make controlling a full party
easier. This mode is most useful for controlling combat situations involving a
full party of characters against a large number of enemies. In Strategy Mode,
by default, you can click and drag to select multiple party members. You can
rotate the camera either by holding the Middle Mouse Button and moving the
mouse, by moving the mouse cursor to the edge of the screen, or by pressing the
Arrow Keys.
�
New Options
Menu � Patch 1.07
also introduces a new options menu that gives you access to consolidated and
clear options for each camera mode, and better organization of the already
existing options.
�
Marquee/Multi-Selection
Revamp � Marquee
and Multi-selection have been dramatically improved to make controlling a full
party much easier.
You can see the new improvements to Marquee and
Multi-selection in the new Strategy Mode.
�
UI
Improvements
o
Party AI
On/Off Button �
There is now a button on the main game UI, next to the rest button, that will
toggle the entire party�s AI on or off.
o
Player Chat
List � A list of
all players on the server is now available on the Player Menu (the NWN2 �Eye�
button in the lower left corner of the screen).
You can select any player from
this list to send them a tell.
o
"Handles"
have been added to the chat windows to allow them to be moved more easily.
o
A logcommands
console command has been added that allows you to dump all of the console
commands to a text file.
o
Console commands
are no longer case sensitive.
�
Gameplay
Improvements
o
Darkvision and
Low-light Vision are now modes that can be toggled on or off using the Mode
Bar.
They also have new visual effects to accompany this change.
�
Bronze
Dragon - New Creature!
The Bronze Dragon
creature has been added to the Toolset, so expect him to show up in new community
content as well as
Mask of the Betrayer.
�
Stealth
Improvements � Some
improvements have been made to stealth to make it more effective in a
Multiplayer environment.
Among these, characters who are hidden will no longer
show up when detected by any party member, and hidden characters should be
hidden properly regardless of faction.
Toolset
�
A "Find a
Resource" Plugin has been added to the toolset.
�
A Creature
Appearance Wizard has been added.
This will allow you to change the appearance
of spawned creatures and creature blueprints, including race, gender, armor and
armor attachments.
This feature can be accessed by right clicking on a
creature or blueprint entry.
NOTE:
This feature is currently in Beta, and
there are plans to improve its functionality.
�
A Texture
Swapper has been added that allows builders to swap the textures in a tileset.
This feature can be accessed from a tile�s properties pane, visible by right
clicking on a tile.
�
A new custom skydome
system has been added to the toolset, allowing users to replace the NWN2 skies
with skydomes of their own creating.
�
Areas now have
additional settings under their Day/Night Stage Properties that allow builders
to �de-saturate� an area � that is, remove a percentage of the color from an
area, all the way to black and white.
DM Client
�
A UI feature
has been added to allow DMs to adjust player/creature alignments using a slider
bar.
�
Comments from
the toolset (comments within the {} brackets) will now show up in the Creator.
�
The distance a
DM can zoom out has been greatly increased.
�
A filter
feature has been added to the DM Client player list.
This will allow DMs to
select specific players and filter their list down to only show those selected
players.
Bug Fixes in
Premonition
General
�
The PC model
during level up should be scaled to match the scaling in game
�
Module Debug text
should now display properly.
�
The Dwarven
Defender Defensive Stance ability now functions properly.
�
The game will no
longer crash if a player presses the + key on the number pad in a multiplayer
game.
�
Fixed an issue
that was resulting in corrupted save games.
�
Typing // will
now make it so that the rest of the string is not treated as a command input,
allowing the character to speak the rest of the string without any changes.
�
Character AI
should now respond to all attacks, not just attacks that result in damage.
�
Fixed an
exploit that allowed players to increase their CON.
�
Neutral
players should now be able to select Akadi as a deity.
�
The Improved
Defense feats should now replace each other.
�
Mouse camera
panning and tilting are now options in the game.
Toolset
�
The 2DA editor
in toolset should now handle rows where the row # is 4 digits.
�
When viewing a
2DA in the toolset, sorting by any column other than the # will no longer
renumber all the entries when saving.
�
Changing a
placeable's OpenState property will no longer yield an Unknown.
�
Swapping
textures in the toolset should no longer result in solid black textures.
�
Opening the
toolset after having set the TreeLeaves option to false in the View ->
Options -> Graphics menu should result in leaves not being rendered.
�
Builders can now
select male or female model previews on the Armor Tab in the creature
properties window.
�
Manually
entering a value in the Pressure's text field should now affect brushes.
�
When you run
the toolset a prefabs folder should be created, which becomes the default
location for saving Prefab objects. Exported Prefabs will not get added to the
blueprint list until the Toolset is restarted.
�
Ctrl-Z will no
longer set height-lock in the toolset.
The Z key is used now.
�
Turning the
On? property of a light OFF and ON will toggle the light source OFF and ON.
�
Pasting
encounter triggers with spawn points no longer crashes the Toolset.
�
All the
effects associated with an air elemental are played in the proper place.
�
The name of
the last conversation will no longer be missing from the conversation dropdown
in the properties list.
�
Adding a new
entry in the journal, when another entry is currently selected, will add the
new entry to the parent category of the selected entry.
�
Red
conversation nodes now show "[END DIALOG]" if they have no response
nodes under them.
�
The DELETE key
will now work properly when manually entering color values
�
Glow maps stay
on the creatures for which they are intended.
�
Map hotspots will
now appear in the same position in-game as they do in the World Map Editor.
DM Client
�
On the DM's
Context menu, if you are controlling the DM avatar the non-DM heal skill will
not show up. If you possess another creature, the non-DM heal skill will show
up.
�
DM commands
listed in the Keymapping tab will now function properly.
�
Dead players will
no longer disappear from the chooser.
�
Possessing/Unpossessing
Creatures will no longer play the creature's possession sound.
�
Players will no
longer see the floating text from DMs unless the DM is visible.
�
Changing the
resolution in the DM client should no longer cause the text to disappear from
the chooser and creator.
�
DMs can change
the faction of a creature using the dm_setfaction command.
�
Players will no
longer hear the footsteps of hidden DMs.
�
The disable AI
button in the chooser will now work properly.
�
DebugMode will
no longer need to be active for a DM to use console commands.
�
The last
entries in the Chooser or Creator lists will no longer be blank.
�
The chooser will
now focus on the current area when opened.
�
DMs can now select
dead PCs from within the chooser.
�
The Chooser
and Creator will no longer require double-clicks on the buttons.
�
The + key on
the number pad will now jump the DM to the location of the mouse pointer.
�
The toggle
trap/trigger display button will now work properly.
�
DMs will now
be able to join a server that is full, even if that puts the player count over
the limit.
DMs will still count against the overall player count.
�
When a DM
saves his avatar, the custom shortcuts in the quickbar should no longer become
unuseable at next login.
�
Player
portraits in the player list will no longer be blank if a player is in a
different area.
�
Player
portraits in the player list will now have the correct portraits and names.
Scripting
�
EffectDeath()
now has a new parameter that will make it so that any visual effects on the
creature aren't purged (With the exception of mobility imparing effects, like
stun, paralysis, etc).
�
The
"GetGroupNumKiled" script within ginc_group has been renamed to
"GetGroupNumKilled".
Spells
�
Melf's Acid
Arrow will no longer be stopped by spell resistance.
�
The combat log
will now report Disintegrate as a ranged touch attack when cast.
�
Disintegrate will
now gain bonus damage when Empowered.
�
The targeting
circle for Horrid Wilting has been changed to 30 feet.
�
Fixed a
spelling error for the Glyph of Warding spell description.