查看完整版本: [转]nwn 1.67 补丁

nestor 2006-4-28 16:51

[转]nwn 1.67 补丁

[url]http://www.gamespot.com/pc/rpg/neverwinternights/download.html?sid=6148474[/url]


唉。。。全是英文,看不太懂



具体如下:

Filename: NWNEnglish1.67OrigUpdate.exe
From: Atari
Size: 71.7MB
Posted: Apr 27, 2006
Downloads: 0
Included in this patch are a number of additions to the game world including new monsters, improved scripts, balancing improvements, and a number of gameplay fixes.
Minimum System Requirements:
128 MB RAM, 16 MB VRAM, 1300 MB disk space
Download Details
1.67 Patch Details

WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 1.67
TOOLSET ARE TAGGED AS REQUIRING VERSION 1.67 OR HIGHER OF NEVERWINTER NIGHTS
GAME OR TOOLSET.

IF YOU DON'T WANT TO BRAND YOUR MODULE AS 1.67 THEN DO NOT EDIT YOUR MODULE IN
THE VERSION 1.67 TOOLSET.

IF YOU WANT TO GO BACK TO 1.66, WE WILL HAVE A 1.67 TO 1.66 PATCH AVAILABLE.
Neverwinter Nights Game

- Official Campaign: Chapter 2e - Fixed an issue with attacking Tolan Losen
causing all commoners to become hostile.
- Official Campaign: Chapter 3 - One of the pedestals in Layenne's Tomb can no
longer be accidentally destroyed.
- Added 13 varieties of new creatures to the game from Pirates of the Sword
Coast: Sharks (Goblin, Mako, Hammerhead), Gray Ooze, Ochre Jelly (Large,
Medium, Small), Sahuagin (regular, Cleric, Leader), Parrot, Seagull (flying,
walking).
- Added 79 new placeable objects to game resources:
o Arrow (Penants & Signs) - 8 variety of colors
o Flag (Penants & Signs) - Pirate and Umberlee
o X (Penants & Signs) - Pirate X mark
o Bubbles (Visual Effects) - 3 different heights
o Candle (Misc. Interior) - 2 types of 2 versions - 1 set with ambient light, 1
without
o Chest (Containers & Switches) - 1 buried, 1 sunken - sunken one has a bubbles
effect when opened
o Driftwood (Parks & Nature) - 4 types
o Bed & Bench & Table & Chair, Dwarven (Misc. Interior)
o School of Fish (Parks & Nature) - 3 types
o Footprints (Misc.) - left and right
o Fungus (Parks & Nature)
o Hanging Dwarf Skeleton (Misc. Interior)
o Kelp (Parks & Nature) - 3 sizes of 3 types
o Mushrooms (Parks & Nature) - 4 types
o Net (Misc.)
o Palm Tree (Parks & Nature) - 2 types
o Parrot (Misc.)
o Portal (Visual Effects)
o Puddle (Misc.) - 2 types
o Raft (Misc.) - 1 normal, 1 broken
o Rocks (Parks & Nature) - 5 types
o Rope Coils (Misc.) - 2 types
o Sea Chair (Misc. Interior)
o Sea Idol (Misc.)
o Sea Obelisk (Misc.)
o Sea Table (Misc. Interior)
o Seashell (Parks & Nature) - 3 types
o Shrine of Umberlee (Misc. Interior) - 1 with ambient light, 1 without
o Starfish (Parks & Nature)
o Trog Bed (Misc. Interior)
o Trog Egg (Misc. Interior)
o Trog Nest (Misc. Interior)
o Trog Shrine (Misc. Interior)
o Trog Throne (Misc. Interior)
- Added a new option to the nwnplayer.ini file under [Game Options] "Client CPU
Affinity" (for Windows only). If you have more than one CPU on your PC, then you
can use this setting to make the game run on only one of the CPUs by specifying
the number of the CPU (0-31). Setting "Client CPU Affinity=-1" will turn off
CPU affinity.
- Added a new setting to the nwnplayer.ini file under [Server Options] "Examine
Effects On Creatures=1". If this option turned off then any magical effects on a
creature will not appear in the creature description when you examine a creature
in the game (Note: DMs will still see the effects on the creature).
- Added a new setting to the nwnplayer.ini file under [Server Options] "Examine
CR On Creatures=1". If this option turned off then the challenge rating of a
creature will not appear in the creature description when you examine a
creature in the game.
- Added strings to bow models.
- Expanded the number of color choices available for Armor, Cloth, Leather,
Skin, Hair, Tattoos (affects both character generation and the toolset).
- Fixed a crash that could happen going to the character select screen if you
had a character in the list that was using a specific community made custom
class that the current module does not support.
- Fixed an issue with using an item on another item causing the player to run
to the corner of the area. The player will now run to get within range of the
targetted item instead.
- Fixed a number of FeatIndex errors in the following 2das: PackFTShad.2DA,
PackFTRog1.2DA, PackFTRog2.2DA, PackFTRog3.2DA, PackFTRog5.2DA, PackFTRog6.2DA,
PackFTRog7.2DA
- Fixed an issue with being able to pick pocket empty containers that were not
flagged as being "pickpocketable".
- Fixed an issue with custom tokens not getting cleared/cleaned-up properly
when quitting a module.
- Fixed a crash related to large creatures having weapons equipped that were
too small for them to use.
- Fixed Defensive Casting to work properly with sub-radial spells.
- Fixed the innate spell level for the spell "War Cry" in the spells.2da
- Fixed the 'Category' setting for the "Animate Dead" spell in the spells.2a.
- Fixed a crash that could occur if a store was destroyed through scripting
while it had customers buying/selling stuff.
- Fixed typo in the SoundImpact column of the VisualEffects.2da for
VFX_IMP_HEAD_ODD.
- Weapon Finesse now works with creature weapons.
- Long item names now get truncated in the store gui panel, so that you can see
the buy/sell price of the item.
- Fixed immunity to damage type Magical/Divine item properties.
- When attempting to examining a trap, you no longer get all the trap's
information when you fail to examine it.
- The area behind a door that was bashed down will now become properly
explored.
- Fixed the displayed TAG name when using the console command "dm_dumplocals"
on an item or creature object.
- Fixed an issue where the text window feedback message that states that "Your
journal has been updated." wasn't properly replacing custom tokens.
- Fixed a few memory leaks.
- Made some fixes to prevent game/character hacking. Sorry, but we will never
publicly discuss specific changes to the game with regards to hacking the
game.

DM Client

- Added the ability for DMs to spawn in traps on doors/placeables through the
creator (and quickbar slots dragged from the creator menu).
- Made custom triggers and traps from the DM creator menu spawn in correctly
(rather than spawn in as a default trap).
- The DM instant kill key (default 'Y') now also works on non-plot items that
are on the ground.
- Added a new "Give Alignment Shift" sub radial to the DM's Give/Take creature
radial menu.
- Added an "Examine" option to the DM's Examine Creature sub-radial menu.
- When a DM 'Examines' a PC, it will now display their Experience and GP totals
as well.
- When a DM 'Examines' an item, it will now also display the value of the item
in GP.
- Made a change to try and reduce game lag that has been reported to occur when
a DM possesses a creature that is part of a very large faction.

Neverwinter Nights Aurora Toolset

- Added a boat-load of new scripting commands (check the Toolset for more
information):
o GetCreatureWingType()
o SetCreatureWingType()
o GetCreatureTailType()
o SetCreatureTailType()
o GetCreatureBodyPart()
o SetCreatureBodyPart()
o GetHardness()
o SetHardness()
o SetLockKeyRequired()
o SetLockKeyTag()
o SetLockLockable()
o SetLockLockDC()
o SetLockUnlockDC()
o SetTrapDisarmable()
o SetTrapDetectable()
o SetTrapOneShot()
o SetTrapKeyTag()
o SetTrapDisarmDC()
o SetTrapDetectDC()
o CreateTrapAtLocation()
o CreateTrapOnObject()
o SetWillSavingThrow()
o SetReflexSavingThrow()
o SetFortitudeSavingThrow()
o GetTilesetResRef()
o GetTrapRecoverable()
o SetTrapRecoverable()
o GetModuleXPScale()
o SetModuleXPScale()
o GetKeyRequiredFeedback()
o SetKeyRequiredFeedback()
o GetTrapActive()
o SetTrapActive()
o GetInfiniteFlag()
o SetInfiniteFlag()
o LockCameraPitch()
o LockCameraDistance()
o LockCameraDirection()
o GetPlaceableLastClickedBy()
o GetAreaSize()
o SetName() - Sets the name of an Object (a creature, placeable, item, or door)
- does NOT work on player objects.
o GetPortraitId()
o SetPortraitId()
o GetPortraitResRef()
o SetPortraitResRef()
- As if the above wasn't enough, we also added new parameters to the following
scripting commands:
o GetAbilityScore(object oCreature, int nAbilityType, int
nBaseAbilityScore=FALSE)
o GetSkillRank(int nSkill, object oTarget=OBJECT_SELF, int
nBaseSkillRank=FALSE)
o SetTrapDetectedBy(object oTrap, object oDetector, int bDetected=TRUE)
o ExploreAreaForPlayer(object oArea, object oPlayer, int bExplored=TRUE)
o SetCutsceneMode(object oCreature, int nInCutscene=TRUE, int
nLeftClickingEnabled=FALSE)
o GetPCPublicCDKey(object oPlayer, int nSinglePlayerCDKey=FALSE)
o CreateItemOnObject(string sItemTemplate, object oTarget=OBJECT_SELF, int
nStackSize=1, string sNewTag="")
o GetName(object oObject, int bOriginalName=FALSE)
o ActionRest(int bCreatureToEnemyLineOfSightCheck=FALSE)
o RandomName(int nNameType=NAME_FIRST_GENERIC_MALE)
- Added a new OnClick event type for placeables. This event fires immediately
when a PC left clicks on a placeable (regardless of how far away they are from
the placeable, or whether or not they can reach the placeable for whatever
reason). To obtain the player that left clicked on the placeable object, call
GetPlaceableLastClickedBy() in the placeable's OnClick script.
- Added 53 new VFX_DUR_AURA_* visual effects (VisualEffects.2da) for use with
the scripting command EffectVisualEffect().
- Added 80 new visual effect constants (VisualEffects.2da) for use with the
scripting command EffectVisualEffect(). These use the new constants
VFX_DUR_AURA_*, VFX_EYES_* and VFX_DUR_BUBBLES.
- Added new FOOTSTEP_TYPE_* constants to nwscript.nss (FootstepSounds.2da)
- Added the ability to force a placeable to be non-static (grey out the static
checkbox) for any placeable using skin mesh. This is toggleable in the
placeables.2da in a "Static" column. Defaults to allow if column missing.
- Added Hook Hands and Peg Leg armor appearance variations to the toolset.
- Added new Trident weapon models to the toolset under Polearms
(x2_inc_itemprop.nss, x0_i0_match.nss). There are no new Trident specific
weapon feats associated with Tridents at this time (BaseItems.2da).
- Added a new Shipwreck group to the desert tileset.
- Added 4 new groups to the city exterior tileset (Merchant Ship and Weather
Ship variations).
- Added option to skip multiple hak pak warning message to the nwtoolset.ini
file "Display Hak Warning=1"
- The scripting command GetResRef() now works on areas.
- The scripting command PlayAnimation() now works on doors (use the new
animation constants ANIMATION_DOOR_*).
- The scripting command GetClassByPosition() will now work with community made
custom classes.
- Made the scripting command CopyItemAndModify() work with arrows and bolts
using the constants ITEM_APPR_TYPE_WEAPON_*
- Added random facing button to the toolset. This button allows you to select
one or more things and change their facing to a random direction.
- Added option to skip multiple hak pak warning message.
- Fixed crashes caused by passing in invalid area/module objects to the
scripting commands SetListenPattern() and GetMatchedSubstring() (or running
these from an area/module event).
- Fixed scripting command ItemPropertyImmunityToSpellLevel(), it was creating a
spell immunity property that was one level lower than what it should have been
creating.
- Fixed a typo in the constant name IP_CONST_FEAT_USE_POISON. If you recompile
a script that uses the old name, you will need to update your script to use the
new fixed name.
- Fixed a typo in the constant name FOOTSTEP_TYPE_SOFT. If you recompile a
script that uses the old name, you will need to update your script to use the
new fixed name.
- Fixed an issue with the incorrect door type showing up for the "Turfhouse
Interior 2x2" in the Ruins tileset (tdr01.set).
- Fixed an issue with no door showing up for the "Cloak Tower 2x2" in the Rural
Winter tileset (tts01.set).
- Fixed an issue with the door being rotated for the "Turf House 2" in the
Rural Winter tileset (tts01.set).
- Fixed the Rural Tileset - Wall 2 Gate w/Road model for people that have HotU
installed.
- Fixed a visual issue with the campfire placeable (plc_i06.mdl).
- Fixed the level up wizard duplicating Special Abilities from the Creature
Properties window.

Scripting-specific

- Added new TileMagic functions in x2_inc_toollib.nss that make use of
GetAreaSize:
void TLResetAreaGroundTilesEx(object oArea);
void TLChangeAreaGroundTilesEx(object oArea, int nGroundTileConst, float
fZOffset = -0.4f );
- Added a new Creature name randomization feature to the default OnSpawn script
("nw_c2_default9.nss")
By setting a new variable int X2_NAME_RANDOM to 1 on a creature template in the
toolset, the module creature can now tell creatures to randomize their name on
Spawn. By default this will cause the creature to change it's name to a name
generated by the RandomName command. For module builders not satisfied with the
name selection provided by the RandomName command, the ability to override this
behavior with a random name generation script of their choice has been
included: If a script called "x3_name_gen.nss" exists in a module, it will be
executed on spawn of any creature template that has random name generation
activated. The builder can then specify a return value for that custom name
generation script by setting a string variable named "X3_S_RANDOM_NAME" on
OBJECT_SELF (the creature spawning), which will then be used instead of
RandomName().
- Made Web Bolt attacks respect the Woodland stride feat (nw_s1_bltweb.nss).
- Fixed a typo in the impact script name for "Greater Fox's Cunning" in the
spells.2da that was causing the spell to not work.
- Changed implosion so that it no longer affects the caster
(nw_s0_implosion.nss).
- Changed the way the damage was being calculated for the shifter's various
wyrmling and dragon breath attacks to make it more random
(x2_s1_wyrmbreath.nss, x2_s2_edragbrth.nss).
- Fixed an issue with the way the reflex saving throw was being done in
DoMissileStorm() (x0_i0_spells.nss).
- Fixed an issue with Cloud of Bewilderment not respecting poison immunity
(x2_s0_cldbewlda.nss, x2_s0_cldbewldc.nss).
- Finger of Death now properly respects immunity to death magic on a failed
save (NW_S0_FingDeath.NSS).
- Fixed a bug with MatchSingleHandedWeapon and MatchDoubleHandedWeapon
returning the incorrect value for some weapon types (x0_i0_match.nss)
- Mass Blindness/Deafness now only affects enemies even on the harder
difficulty settings (nw_s0_massbldf.nss).

Custom Content

- Change to allow plt texture support on custom created part based creature
races. Part based creatures (past row 481 in the appearance.2da) will now use a
plt texture name based on the "RACE" letter specified in the appearance.2da
(rather than always using the pfh0_ prefix). If your custom part based creature
is past row 481 in the appearance.2da and you haven't specified the race
specific PLT texture the game will use the human PLT texture by default.
- Fixed an issue with how the caster level was being calculated for classes
that used the ArcSpellLvlMod and DivSpellLvlMod values in the classes.2da (for
values other than 2).
- Added custom grass texture support to the tileset set file. The new grass
texture entry is "GrassTextureName". For example specifying the following in
the set file: [GRASS]
Grass=1
GrassTextureName=my_grass
Will cause "my_grass.tga" (maximum of 16 characters) to be used as the grass
texture for the tileset. The game will default to the usual "grass.tga" if
"GrassTextureName" is not specified.
- Fixed an issue where new names added to the SavingThrowTable column in the
classes.2da were causing the toolset to behave erratically.
- Added support for prestige class prerequisite type "SAVE" (used in the
CLS_PRES_*.2da files).
ReqParam1 ReqParam2
1 = Fort Save Minimum Base Save Required
2 = Ref Save Minimum Base Save Required
3 = Will Save Minimum Base Save Required
- Note to custom tilelset makers: When creating custom tilsets, don't forget to
create a corresponding entry for the new tileset in the areag.ini file. The
"Interior" flag must match that from the .set file created.
- Updated the DefaultIcon column of the BaseItems.2da to have new entries. This
fixes an issue with taking hak pak specific items into a non-hak pak module
which in turn was causing your inventory to start behaving erratically.
- Changed the behavior of in game Robe inventory icons. The icon will now also
display non-hidden body parts as specified in the parts_robe.2da (the icon will
only display the robe, pelvis, belt, torso and shoulders).
- Added a new "DefaultPhenoType" column to the phenotype.2da. The number
specified in this column will be the phenotype that will be used in the case
where the model does not exist for the desired phenotype (e.g. when using the
SetPhenoType() scripting command).
- Made Head models use the same "DefaultPhenoType" system as above (rather than
your head just disappearing if the model didn't exist for the desired
phenotype).
- Wings/Tails will now use PLT textures if they exist (defaulting to using the
creature's skin color), if a PLT texture does not exist for the model then the
texture will default to using the TGA instead.

2DA Files Changed in this Update

- ambientmusic.2da
- appearance.2da
- baseitems.2da
- classes.2da
- feat.2da
- footstepsounds.2da
- iprp_spellcost.2da
- parts_foot.2da
- parts_hand.2da
- parts_shin.2da
- phenotype.2da
- placeables.2da
- portraits.2da
- skyboxes.2da
- soundset.2da
- visualeffects.2da
- weaponsounds.2da

水月 2006-4-29 20:37

是啊,出来了。我今天才知道。准备利用五一节做汉化。

nestor 2006-4-30 22:11

呵呵,辛苦了
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