Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Review GameBanshee twaps ToEE

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
You review has some good points, but the rating is fucked up. Whoever did that is either extremely biased or extremely stupid. I'm not trying to offend, so do stick around for an explanation.

1. Graphics 8/10. Can you elaborate? Can you give us an example of 10/10? Did you miss the animations?

2. Sounds 6/10. Is it really that bad?

3. Gameplay 6/10. 6? You must be kidding. This is a combat game, gameplay is focused around combat, which is nearly perfect. Can you give us an example of a better combat?

4.Replayability 7/10. Why? In a game where gameplay is all about combat, playing with different characters and followers does make a huge difference. Care to explain?

5. Bugs 3/10 That's a bit harsh, but depends on individual cases

In all honesty, the game deserves at least 9 for gameplay and 9 for replayability. It's only fair. In comparison, NWN got 8 for replay, gameplay, and bugs, BG2 got 9 for graphics, 10 for gameplay, 9.5 for replay :shock: , IWD got 9 for graphics and 9 for gameplay. Although it's your right to rate anyway you want, it would be nice to hear the reasons behind such a low score, at least in gameplay and replayability.
 

DarkUnderlord

Professional Throne Sitter
Staff Member
Joined
Jun 18, 2002
Messages
28,553
Exitium said:
{1}{[An older woman in a torn and dirty dress shakes her fist at you.] I have nothing left! Nothing remains for you thieves to loot! Now leave me be!}{[An older woman in a torn and dirty dress shakes her fist at you.] I have nothing left! Nothing remains for you thieves to loot! Now leave me be!}{}{}{}{game.global_flags[321] = 1}
Or statements allowed in the dialogue test field? That is so cool. That has got to be one of my biggest annoyances with Arcanum's dialogue in some circumstances. There's a lot of potential in there for some good dialogue (presuming we can throw in 'and' statements as well). Hopefully some more fan mod content will add a bit more to ToEE.
 

Shevek

Arcane
Joined
Sep 20, 2003
Messages
1,570
Vault Dweller:

I agree. This game obviously showcases both the best isometric graphics ever in a CRPG and the best combat in a CRPG (at least in my experience). So, obviously, those scores should be higher. You are dead on about the replayability. The multiple endings/moderate variance of dialogs combined with the depth of combat makes the game much more replayable than some other RPG titles. Some of the voices are a bit bad (though some are quite good) and the music isnt very varied, so the sound score isnt a surprise (though I would score the voices at a 7.5 and other sound at like 8.5, not a 6 for all - still, this just about the only score I dont completely disagree with as I know Turuko can sour things for some). I could understand gripes about bugs, but a 3/10? I really believe that if the reviewer was the veteran gamer he claims to be, that score just would not be that low. Though perhaps you are right with respect to one's experience with bugs being variable in this game.

Overall, I found their review to be pretty flawed. One after another paragraph contained exaggeration after exaggeration. "No NPCs had any personality at all. The quests all sucked. The game is too linear. After you chose your alignment, there was no choice in game." (please excuse the paraphrasing - dont want this post to get too long) I disagree with a multitude of these assertions. There are plenty of cool characters. The Troll Chief, the Elemental Priests (especially the Air Temple guy - he has to be one of my fave NPCs in a long while), Bertram, Hedrack, Jaroo etc and others were both voiced well and had some cool dialogue. I liked the quests/interactions in the temple alot and, while I admit the Hommlet stuff was largely lackluster, Nulb had some game. He admits the titles he likes are linear, then bashes ToEE for linearity and exhonerates the linear titles he likes on dubious grounds. Their alignment gripes are somewhat lacking. A) Playing the morality card when the IE products the guy mentions handle moral choice so poorly is suspect and B) Alignment choice only limits SOME choice NOT all. The guy must not have played much - part of me seriously thinks he didnt get past the Moathouse. I admit that the game has its faults (ya, maybe story and character interaction arent its strong points but they certainly arent cesspool-like implementations that review makes them out to be) but it had strengths too and to see a reviewer so casually exaggerate some faults (come on, you cant praise IWD and curse ToEE in the same breath - JE Sawyer himself stated he felt ToEE was more fun than IWD), marginalize some strengths and then just display what seems like bias like that was disappointing.

*editted a couple times by author to remove considerable pissed-off-edness*

Better Reviews:

http://www.ugo.com/channels/games/featu ... review.asp

http://www.d20zines.com/html/modules.ph ... =1&thold=1

http://www.rpgcodex.com/content.php?id=76
 

JanC

Liturgist
Joined
Jul 30, 2003
Messages
156
Exitium said:
JanC said:
From what I've heard there are so many bugs that you have to be pretty dedicated to enjoy it. 60% sounds fair for that. No matter how good the game design, if the game is not truly finished, it is not truly worth our money.

Do not judge it if you have not played it. The bugs issue is blown out of proportion. The only time I've ever had crashes was when I was testing out my modifications. The game is hardly 'unplayable'. Until you've played the game, you'd best prevent yourself from being so judgmental over it.
Hey, I'm going to buy it on the day of release! You can't blame me for going on what others have said until Atari actually condescend to release the game in my country
And yes I am going to whine about worldwide release dates until the games industry does something about the mess. Comics can be released WEEKLY at pretty much the same time in the US and UK, so why not games?
But think of me as a consumer, hearing about the game and deciding whether to get it. From the chat on the internet, I'd say it is extremely buggy. I get this impression from several newsgroups, not just this one, as well as all the reviews. I think this bad word of mouth about bugs is what is apparently killing its sales. You can expect the sales in other areas of the world ot be even worse than the US due to the bad publicity on the web.
And as for downloading NOCD cracks, as is always recommended, I honestly don't know where to find one. I'd prefer the game to work straight out of the box.
It should have been delayed a couple of months for testing. I remember when games were constantly delayed because no-one had the internet for downloading patches, so they had to work right straight away. Now most games are out perfectly on time, and never work. I used to hate the delays, but now I am starting to appreciate them.
 

Saint_Proverbius

Administrator
Staff Member
Joined
Jun 16, 2002
Messages
14,095
Location
Behind you.
Fable said:
First, the paragraph the Codex quotes could have been more clearly stated, but it remains true:"Once in the TOEE module, alignment has no effect." All the moral niceties are gotten out of the way during character creation. Within the module, your party doesn't exist in a morally dynamic universe where alignment can shift, nor are you offered moral choices permitting a range of decisions that have major affects on the universe.

Welcome to strict D&D, where shifting alignment is typically the result of something incredibly major. It's rather silly to criticise a D&D game for following the rules of the license, don't you think? And honestly, static alignment works a hell of a lot better than the half assed alignment shifting in Neverwinter Nights, where you can accept a quest to assassinate someone and that has no affect on the alignment, but asking for the money up front makes you more evil.

However, you said alignment has no affect on dialogue or actions in the module, and that's obviously not true since much of the dialogue is based on alignment flags and even the presentation of your major task in Hommlet is based on the alignment you chose in the beginning.

Second, the score. Buck determines the game score from an average of 5 categories. These are not weighted. Consequently, bugs really pulled things down.

I'd be kind of curious what bugs Buck noticed or was he just reading the Atari forum? Many of the bugs mentioned on the Atari forum aren't bugs at all, but changes from 3E to 3.5E rules, design decisions that people don't like such as follower looting, and so on.

While there are bugs in ToEE, there really aren't any more than other D&D games, such as NWN, where a few things were botched in the data files - like spell mechanics, armor/shield rules for classes and abilities, and so forth. Go through and read the change log of the patches for NWN sometime, and all the mechanics problems that are still being fixed even a year later - yet you give ToEE a 3 out of 10 for bugs, and NWN gets an 8 out of 10 for bugs? Come on.

If the average wasn't employed, I would probably have given the game a very slightly higher rating, though admittedly not by much. (Any game with claims of being an RPG should not let a party member kill the woman he's just married in front of her family, which they accept with complete calm.

How about in Baldur's Gate 2 where you can make one NPC kill another one, then the one that killed the other one starts to bitch about the direction the party is going? You gave it a 10 out of 10 for gameplay, yet it allows quite similar things!

But that's permitted because all moral decisions are taken away from you in the TOEE universe, having been fixed in place by a single selection during party creation.)

Again, this is strict adherence to D&D rules we're talking about. If you want moral choices, be of nuetral alignment. My first party was, and I could basically do what I want in both Hommlet and the Temple of Elemental Evil.

And what moral choices were given in NWN? Eh? Asking for more money to do something? That's the majority of what evil is in NWN.

It seems to me that you want to CLAIM your scores aren't weighted, but they look pretty weighted to me given you'll fault one game for something and not fault another for doing either the same thing or something similar.
 

Volourn

Pretty Princess
Pretty Princess Glory to Ukraine
Joined
Mar 10, 2003
Messages
24,986
Saint, sorry, but alignment in D&D is not as strict as you think. Read the rules. It states alignment is a TOOL; not a straitjacket. When you sleect your alignment at character creation (oops... in TOEE; it's party alignment), you are not glued to it for the rest of your life. Anyone who thinks so misses the entire point of D&D alignment.

Moral choices in NWN? I can name more than one, and I'll do just that. How 'bout the judgment call the player has to make in the castles where the brothers sacrificed the chidlren to the demon? Moral call. Or, how about the mother who asks you to find out what happened to your misisng chidlen, and when you find out you noticed they have been slaughtered, and turned into chidlren? Then you have the moral call of either telling her the truth and breaking her heart which leads her to throw her life away by running right into a pack of muggers, OR lying and saying they are life; but not rescued yet. Hmm.. Case closed. NWN has moral dilemmas. Heck, you even praised the judgement quest for being a solid moral choice. Are you suddenly changing your mind?

There are no real morale choices in TOEE. The closest one is when you can buy the salve and let her go, or enslave her. That's pretty much it, and that's pretty much down to your alignment - if you are good; you set her free; if evil; enslave (in most cases0, and neutral who knows; but not realy a tough moral choice.

And, here we go again - bliaming the bugs on the players. *yawn* The same thing happened in NWN. Face it, there are TONS of bugs in TOEE. Do you think there is some conspiracy against TOEE, or something? Almost every review has stated quite clearly that TOEE is very buggy and the like. I guess BIO paid them off to diss the game. *yawn*
 

Shevek

Arcane
Joined
Sep 20, 2003
Messages
1,570
I experienced plenty of moral choice in my game. There was whether to set free some Elven women when it means setting free orcs and what to do with those orcs. Additionally there was whether to take an npc as a slave, let her go or accept her an an equal. Also, there was some small stuff like when setting free a particular prisoner, you could choose to direct her out of the temple or give her messed up directions so she gets hopelessly lost. There are several NPCs you meet in the elemental nodes (the bandit leader, the weaver, etc) and you have a considerable amount of ethical choice to how you handle those interactions. Additionally, the showcases a considerable amount of variance in the amount of choice of dialogs. On top of that, the player is given a wealth of both evil and good quests to choose from. So, on that level, the player is given moral options on several parts of the spectrum. Theres more but I doubt you are so dense as to actually believe the game is as weak here as you claim; so why go to the trouble of listing it for you? Overall, I found ToEE has considerably more moral choice (even in the NG alignment party I played) than either you of the reviewer mentions and gives the player better support for alignment choice than many of the titles the reviewer fawns over. Giving an example from NwN (and ignoring IWD, another title they scored well) disappoints me, Volourn. Your arguement, like the review, is limited and not very good.
 

Sol Invictus

Erudite
Joined
Oct 19, 2002
Messages
9,614
Location
Pax Romana
Volourn said:
*snip long winded shit*

Did you even play the game through more than once, or even finish it the first time you played it? This might be a spoiler but I'm going to say it anyway - you can side with Lareth (the master) and have him be your buddy in your team and get the entire town of Hommlet to hate your guts. How's that for evil, eh?

You're also given the moral choices to choose the fate of two characters in Hommlet. You can turn them into beggars, or let them off the hook, with several ways of doing that. You can also help one of them to get his job back.

You're also given the options to intimidate people, persuade them or bribe them (as a last resort) and even bargain on the price. How's that for role-playing?

P.s. you can swear an oath of allegiance to Hendrack and join the Temple.
 

Volourn

Pretty Princess
Pretty Princess Glory to Ukraine
Joined
Mar 10, 2003
Messages
24,986
I never said TOEE lacks role-playing or moral choice 100%. Of course there's examples of it. It is still lacking it no matter how you cut; not to mention the moral issues are kind had locked once you choose your party alignment. If you are a good party can can "choose" the evil option and not take a hit to alignment. Moral chocies between black and white aren't really that toiugh morally. Seriously, how difficult of a chocie for a good character between enslaving someone or letting them go as an equal? It shouldn't be that hard.

The point is the good vs. evil options are so unsubtle that they become meaningless and not really moral choices, imo. Does TOEE have role-playing? Yes. Is it the deepest role-playinge ver? No. The lacklustre writing does hinde rit.

You two seem to have the diea I hate the game. I don't. I've alreayd stated that I personally feel this reviewer's rating is too low yet I still get grief. Go figure.

Exitium, yes, you can side with Lreth; but that's not really a moral choice since no good party should ever make that choice. It's a balck and white scenario. I know you can swear an oath to Hendrick; but then again it's black and white since no good party should even think of doing such a thing.

But, oh well.. If you think moral chocies should be so black and white so be it.
 

Shevek

Arcane
Joined
Sep 20, 2003
Messages
1,570
But, Volourn, the IE games the guy fawns over (BG/IWD) dont typically represent the reader with alot of hard moral choices either. Aid the Conjurer in assassinating the Diviner or help the Ranger rescue her. That should be a no brainer. Join the two shady characters you met on the road to fix the Nashkel mine problem for payment or go with the two nice characters you met at the inn to do it for good. I mean, come on, examples abound. I can think of precious few instances in any of these games that present the gamer with a particularly hard moral dilemma (ESPECIALLY IWD which that site scored well - I dont recall that game presenting the player with ANY moral choices other than perhaps turn in the guy who took over the inn or allow him to make good or get free rooms; thats not exactly a hard moral choice either). Your same criticisms could easily be launched against any of these titles (and often have on these boards). The thing is that Gamebanshee is not showing any degree of fairness when it calls this title on these issues then ignores the same issues in other titles. That is biased journalism and deserving of our criticism.
 

Saint_Proverbius

Administrator
Staff Member
Joined
Jun 16, 2002
Messages
14,095
Location
Behind you.
Volourn said:
Saint, sorry, but alignment in D&D is not as strict as you think. Read the rules. It states alignment is a TOOL; not a straitjacket. When you sleect your alignment at character creation (oops... in TOEE; it's party alignment), you are not glued to it for the rest of your life. Anyone who thinks so misses the entire point of D&D alignment.

Actually, you're free to choose the alignment of your characters, and I'm pretty sure that's the alignment field that the dialogue flags use.

Also, when it says that, it doesn't mean that a Lawful Good guy can't be bad every now and then, and he might break the law occationally.. It's just very rare that someone of that alignment would do either. And, in ToEE, you are given moral choices for any alignment, just not as much.

Moral choices in NWN? I can name more than one, and I'll do just that. How 'bout the judgment call the player has to make in the castles where the brothers sacrificed the chidlren to the demon? Moral call.

Moral call? More like a stupidity check. When you have a diety that's suspended time in an area, which is a pretty good example of how powerful it is, doing anything half-assed with that would be utterly stupid. And the choice of who the bad guy is, the Lich or the brother with the guilty conscience, GOSH! There's a tough one! I wonder who'd be the lying one!

Or, how about the mother who asks you to find out what happened to your misisng chidlen, and when you find out you noticed they have been slaughtered, and turned into chidlren? Then you have the moral call of either telling her the truth and breaking her heart which leads her to throw her life away by running right into a pack of muggers, OR lying and saying they are life; but not rescued yet. Hmm..

Wasn't this in the expansion pack? :roll:

Case closed. NWN has moral dilemmas. Heck, you even praised the judgement quest for being a solid moral choice. Are you suddenly changing your mind?

You misread. I said it was a neat idea that was horribly botched by BioWare, turning something that could have been an interesting idea in to just another combat zone where the judgement is ultimately meaningless. After all, the diety already knows exactly what happens, so why even bother having someone sit in judgement? Also, selecting a judge based on how well they can smack down some monsters is pretty damned stupid too. There shouldn't have been any combat in that area, nor should the deity have known exactly what the circumstances were.

About the only DECENT moral choice in NWN is the murder trial in Act 3. That was nicely done. The rest of them are utter shit, and poorly balanced. The deal with the demon thing in Helm's temple in Act 1 was ludicrious as well, since making a deal with the demon only has minor alignment slippage and there's no other consequence to it. In return, you get a kick ass magic item. This as opposed to rebuking and casting down the demon, which means a couple of undead monsters get zapped by Helm for you.

There are no real morale choices in TOEE. The closest one is when you can buy the salve and let her go, or enslave her. That's pretty much it, and that's pretty much down to your alignment - if you are good; you set her free; if evil; enslave (in most cases0, and neutral who knows; but not realy a tough moral choice.

There are plenty of them in Nulb and the Temple. There's even a few in Hommlet. Here's a few not mentioned by others:

In Hommlet, there's one case where the miller doesn't approve of his assistant converting to Old Faith, but you can lie to the assistant and say it's cool. You can scare off Black Jay. If your party is Neutral Evil, you can go tell Terjon that you killed his acolyte and burned down his old church.

In Nulb, you can also buy Bertram, which is kin to slavery. You can bribe Sammy, who is Otis' apprentice, in to telling you where Otis' secret stash of good items is. You can tell the Hostel owner how you think that the temple should have won that battle with the forces of good, and he'll tell you how to hook up with the temple forces.

In the temple.. Well.. There's dozens of them, especially when dealing with node quests. You can work a bit for one temple, then betray them and work a bit for another. You can assassinate leaders of other nodes and make it look like another node leader did it.

Given this game is a dungeon crawler, it has a hell of a lot of moral choices, definitely the case when you consider that most dungeon crawlers don't have choices at all.

And, here we go again - bliaming the bugs on the players. *yawn* The same thing happened in NWN. Face it, there are TONS of bugs in TOEE. Do you think there is some conspiracy against TOEE, or something? Almost every review has stated quite clearly that TOEE is very buggy and the like. I guess BIO paid them off to diss the game. *yawn*

Hello, Captain Missed-The-Point. My point was that ToEE and NWN both had numerous bugs about NWN mechanics. In fact, that's where most of the ToEE bugs lie, in the D&D mechanics. So, obviously there's a huge reviewer tilt when he proclaims ToEE to get a 3 out of 10 score for bugs when NWN gets a 8 out of 10.
 

Volourn

Pretty Princess
Pretty Princess Glory to Ukraine
Joined
Mar 10, 2003
Messages
24,986
Let me see. BG2 had a thieves guild, and a vampire group to choose from. Not exactly an eays chocie. In fact, it's no win situation, and a major decison in the game to begin.

Like I said, I don't neccessary agree with the whole review; but the attcks on it are silly. I mean perhaps for whatever reason the things he compalins about didn't bother him as much in BG/IWD because they offered something that offset them while for whatever TOEE couldn't.

For example, even though I complain about TOEE's faults; I can still honestly say I enjoyed it.

Or take NWN. I agree with lots of the criticism about the game like the everrest, respawn/portal stone crap; but for some reason they didn't make me hate the game as much as it did for others.

Remember, you may agree with someone's criticsms; but don't feel as passionate about it as they do.

SP: The mother's quest was in the original game. Good examples that I agree with.

Like I said above, for whqtever reason, NWN's bugs didn't bother him as much as TOEE's did. Don't ask me why?
 

Azael

Magister
Joined
Dec 6, 2002
Messages
4,405
Location
Multikult Central South
Wasteland 2
Choosing between the Shadow Thieves or a vampire was one of the dumber situations in the game, what if the protagonist was a paladin or just a downright righteous person? It was also severely botched, since ultimately it made absolutely zero difference which one you chose.
 

Ausir

Arcane
Joined
Oct 21, 2002
Messages
2,388
Location
Poland
As for ToEE, how about paying for Cavanaugh, or intimidating him into paying himself, which forces him into stealing from the braumeister, and in consequence, to becoming a beggar?
 

Rayt

Liturgist
Joined
Nov 24, 2002
Messages
192
Location
Swingin' Groningen
Vault Dweller said:
You review has some good points, but the rating is fucked up. Whoever did that is either extremely biased or extremely stupid. I'm not trying to offend, so do stick around for an explanation.

1. Graphics 8/10. Can you elaborate? Can you give us an example of 10/10? Did you miss the animations?

2. Sounds 6/10. Is it really that bad?

3. Gameplay 6/10. 6? You must be kidding. This is a combat game, gameplay is focused around combat, which is nearly perfect. Can you give us an example of a better combat?

4.Replayability 7/10. Why? In a game where gameplay is all about combat, playing with different characters and followers does make a huge difference. Care to explain?

5. Bugs 3/10 That's a bit harsh, but depends on individual cases

In all honesty, the game deserves at least 9 for gameplay and 9 for replayability. It's only fair. In comparison, NWN got 8 for replay, gameplay, and bugs, BG2 got 9 for graphics, 10 for gameplay, 9.5 for replay :shock: , IWD got 9 for graphics and 9 for gameplay. Although it's your right to rate anyway you want, it would be nice to hear the reasons behind such a low score, at least in gameplay and replayability.

What I've been noticing the last couple of years is that ratings are beginning to mean shit. If a game get's a score below 80 percent people already presume it's a crap game and the number of games that get a score above 90 is increasing each month to the point that getting the lable editors choice' or 'game of the week/month' has lost all meaning.

I've got an ancient copy of PC Format lying around somewhere which listed all the games that could be bought at that time (I think it was 1995 and about 500 pc games). There were 3 games that had a score of over 90: Ultima Underworld 1 and 2 and Ultima 7. Games such has Dune 2, Secret weapons of the Luftwaffe, Wing Comander, Syndicate, Lands of Lore were extremely good games and got that recognision from the reviewers, except they'd give it a score in the 80's percentage or in the high 70's. Bakc then the scores meant something liek this (whic hthe yshould mean):

<50 bad game
50-60 mediocre game, buy it on your own risk, maybe you find something you like in it, but quite possibly not
60-70 decent game, you will enjoy this game if it's a genre you like
70-80 good game, guarenteed to give you loads of fun game time
80-90 excellent game, besides some minor flaws, it nears perfection. Buy it.
90-100 flawless game, no gamer shouldn't have this one on his computer

But now, if a game get's 75 percent, like TOEE, people get upset and/or won't buy it because it's a 'low score'. I think (I haven't played it yet, so this based on what I've read in reviews and on messageboards) it a perfectly good score: great combat, great graphics, decent sound, loads of (minor) bugs, good replayability, no extensive roleplaying. So you end up with a good game that could have been better.

Anyway, my point is that ratings have become so meaningless, people should just stop giving them and just give a lists of pro's and con's at the end of a review and wrap up a 2 sentence conclusiion on why you should buy it or not. A bit like Rpgcodex already does.
 

Spazmo

Erudite
Joined
Nov 9, 2002
Messages
5,752
Location
Monkey Island
Well, the way RPG Codex looks at a game review is this: the whole article isn't meant to give you a percentage chance that you'll like the game. It's meant to answer one question: should I buy this game? Our reviews simply provide a yes or no answer to that question.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Rating is meaningless unless explanation or a frame of reference is provided. Since there was no explanation, I looked at other games' rating to compare and was unpleasantly surprised.

It's also interesting to note that Fable the reviewer guy showed up to clear some minor confusion, but when people started asking about rating he dissappeared and never came back. Speaks volumes about these guys' integrity.
 

Saint_Proverbius

Administrator
Staff Member
Joined
Jun 16, 2002
Messages
14,095
Location
Behind you.
Volourn said:
Like I said above, for whqtever reason, NWN's bugs didn't bother him as much as TOEE's did. Don't ask me why?

Because he's biased? Here's a list of just the bug fixes for NWN from all the patches to date:

  • Fixed the server filter crash in the server browser screen.
  • Improved client and server stability.
  • Fixed the issue with plot items being dragged directly into an inventory bag.
  • Cleaned up some Journal Entry issues.
  • Cleaned up some general sound issues.
  • Fixed duplicate player names appearing on the dedicated server's player list.
  • Corrected the issue that occured when pressing the Load button without custom modules.
  • Creatures will now use their spell-like abilities again.
  • Bards will no longer become illegal characters when changing modules after leveling up and removing spells.
  • Fixed the 'Bad Strref' GameSpy connection message.
    The game now sorts Community Names alphabetically in the chat portion of the Server Browser area.
  • Made Neverwinter Nights work with DirectX debug DLLs.
  • Added a Tech Support chat area in the Server Browser area.
  • Fixed an issue with save game characters and moving between single and multiplayer.
  • Added code to prevent non-NWN files from corrupting modules in the Toolset.
  • Fixed Intellect Devourer not spawning in certain cross-version save games.
  • Fixed a bug where Skills on the character sheet weren't being displayed and were disabling certain skills.
  • Fixed a text color issue in the game server chat area.
  • Fixed a bug where you joining a server with no module loaded that could crash the game client in certain situations.
  • Fixed a bug where typing a server password for a client connection was showing actual characters that are typed, instead of asterisks.
  • Fixed a bug in "One party only" game where the DM possesses hostile creature, then player joins and gets added to hostile creature's party.
  • Fixed a server crash that occurred when saving during a module load, which could occur with autosaves/manual saves when "Reload When Empty" was enabled or during module transitions.
  • Fixed server crash if a script called ExportAllCharacters() when a player was at the character selection screen.
  • Fixed an incorrect result for many of the damage types in Linux due to small differences in floating point math.
  • Fixed 4 memory leaks
  • Fix to an odd spell-casting/emote bug that allowed users to cast multiple spells with only one spell slot used.
  • Fixed a bug where certain player area transitioning during a module transition caused the server to crash.
  • Fixed a bug on the Sound Options page.
  • Detailed error message is now displayed on client when character validation fails.
  • Code added to prevent "more spells" radial from appearing if there were not any more spells. This was preventing all spells from levels 7,8,9 from appearing in radial.
  • We have rectified the SecureROM compatibility issues.
  • Improved overall game stability.
  • Added code to handle bad save game data properly.
  • Invalid Character bug in Server Vault is fixed.
  • More DM Client fixes for possesion, factions, and crashes.
  • Fixed an issue with scripting a door or placeable to lock itself.
  • Fixed the GetFacing() command in NWscript to return the correct value.
  • Fixed creature bumping through walls/doors.
  • Fixed a problem where DMs couldn't GoTo a new area if a large part of the center of the new area was elevated, or didn't have a walkmesh by increasing the search radius.
  • Fixed a bug causing new characters to enter the game with an empty quickbar rather than a default set.
  • Cleaned up and fixed several quick bar issues, including text overlapping and replacing problems.
  • Fixed a bug with Armor Class specific bonuses versus alignment not always working.
  • Fixed the adjust alignment feedback messages for the neutral range.
  • Fixed a bug with weapon damage display on the character sheet with variable bonuses and power attack.
  • Fixed crash bug where a trap set fails critically and sets off the trap.
  • Fixed an unhilighting bug in the DM chooser that was causing the DM Client to crash randomly on some GoTo's that involved an area transition.
  • Fixed server crash when trying to possess a creature that is transitioning into Limbo.
  • onLocked and onUnLocked events for doors and placeables work now.
  • Fixed pop-up GUIs appearing on top of the load screen.
  • Made a small fix to the server list chat edit area.
  • When saving a servervault subdirectory character and the player has no name, save into a subdirectory called "lost+found" instead of the root of the servervault.
  • Fixed an issue with generating texture IDs for Matrox video cards.
  • Plot objects now have all immunities.
  • Fixed a memory leak in inventory.
  • Fixes to Darkness vs. Ultravision and True Seeing.
  • Fixed a DM Client crash when trying to bring up the PvP menu in certain situations.
  • Fixed a problem with determining character encumberance when loading.
  • Fixed a problem with DMs where getting killed when someone turned off their plot flag through scripting.
  • Fixed the 21st player dedicated server crash.
  • Made a fix to diseases that addresses a server crash.
  • Fixed server crash when critically failing to set a trap.
  • Moved "source" 2DA files from the patching system as they were sometimes breaking people's ability to patch. They are now in the root of the NWN directory in a file called "2dasource.zip".
  • All 2DAs now work properly in Hak Paks. Seriously. I am not kidding.
  • Fixed miscalculation of AC bonuses.
  • Fixed saving throw miscalculation.
  • Reversed disarm weapon size modifier so that the larger weapon gets a bonus rather than a penalty to match the feat description.
  • Improved CD checking compatibility.
  • Fixed the plot-item Paladin tunic problem in Olgerds store in the Prelude.
  • Fixed door initial state animation.
  • Fixed a problem with portals not going to the proper waypoint.
  • Bard song temporary hitpoints are now working properly.
  • Changed ban lists to write out to the nwnplayer.ini file on each modification.
  • Offhand damage should now work properly for double bladed weapons.
  • You can no longer set traps on objects that are already trapped.
  • Prevent illegal characters in the module name from breaking save game file names.
  • Fixed Store Sell Mark Up value to work in the same range as the Toolset.
  • Failing to load a Module reports the proper error message instead of "Not Enough Disk Space"
  • Fixed a problem with the game loading modules with multiple periods in the module file name.
  • Fixed the problem of not being able to unequip your items if you polymorph, save, load, then unpolymorph.
  • Do Max CR check for spell talents always, not just for metamagicked spells.
  • Fixed a visual bug on older ATI cards playing the Bink movies under Windows XP.
  • Fixed a potential server hang in Jump all players to point.
  • Fixed a problem if you were kicked from the server while in an area transition, your client would hang.
  • Fixed a server crash when a player ignored a party join request from a player who had left the game.
  • Fixed 2 memory leaks.
  • Fixed problems associated with saving games while DM possessing NPCs
  • DMs will now see a player's/creature's Character Sheet when examining them, rather than the Examine Menu.
  • Fixed a DM-created portalling issue.
  • Cleaned up some DM chat display issues.
  • Fixed a problem associated with saving games while DM possessing NPCs.
  • Fixed a rare crash that occurs when radialing off of a Player Portrait when using the DM client.
  • DMs are no longer affected by Jump all players to point.
  • Fixed a crash that sometimes occurs when a DM tries to level down an NPC using Take Level.
  • Fixed ActionPauseConversation().
  • Fixed CreateObject() - it was having problems if the template wasn't found.
  • Fixed GetFirstObjectInArea() and GetNextObjectInArea().
  • GetStartLocation() nows return a valid area.
  • Fixed GetHasSpell() to work for Sorcerers and Bards.
  • Fixed a crash in PlaySound() when called by module.
  • Fixed main tile light constants and added constants for source lights.
  • SetTileSourceLightColor() is now working properly.
  • Fixed GetItemPossessor() to work when loading polymorphed possessor in a save game.
  • AdjustAlignment() no longer effects DMs.
  • Fixed the AC application bug where AC changes through spells and feats weren't being applied, but were being removed. Please note: Stoneskin and Greater Stoneskin are not supposed to change your AC.
  • Fixed a crash using Direct Connect on LAN server page.
  • Fixed a GameSpy chat crash
  • Made a fix for barter panel text - some of it was not being clipped properly.
  • Fixed the history page so it will show servers on same IPs but different ports.
  • Fixed an issue with the save game screen and NWN module names not showing up as translated.
  • Fixed the player list multiple selection bug.
  • Fixed it so that campaign hints do not show up in user created modules.
  • Direct connecting as a DM now properly prompts for the DM password. The text was missing before.
  • Fixed an display issue with connecting to a server loaded from a save game and displaying the wrong character information.
  • Made a fix to DecrementRemainingFeatUses() - You must have at least one feat use remaining to be able to decrement it.
  • Added support for Shiny Water for ATI Radeon users.
  • Added feedback to text window, for failed level-up attempts.
  • Official Campaign fixes:

    - Chapter 1 - Fixed the force-field door in the Beggar's Nest Warehouse.
    - Chapter 1 - fixed a blank journal entry problem.
    - Chapter 2E - made a symptomatic fix to the Host Tower: Pinacle bug - currently
    broken save games will have to follow the instructions here.
    - Chapter 3 - fixed a blank journal entry problem.
    - Chapter 3 - fixed force field doors in Creator Race Ruins so that they are closed.

  • Monks now suffer the penalty of equiping a shield just like equipping armour.
  • Fixed a bug where character files would be saved out then loaded would sometime be unusable with ghosted inventory items and an inability to act in the game. The Combat Flag was being saved out and reloaded here.
  • Fixed a bug when validating a Wizard character's spells; it was using their use thier CHA modifier instead of INT.
  • Made a preliminary fix for the infamous "Swapping Out the Blood Sailor Uniform After Being Shot By Arrows" crash. Oh man was this an obscure one to find.
  • Made a symptomatic fix to Henchmen going hostile. It seems that after quitting and rejoining a multiplayer game, something was getting corrupted, causing your henchman to go hostile. We have fixed this, although they still aren't in your party even though they show up on your party bar after a load. You can simply ask them to join you again. We are continuing to investigate so we can have a permanent solution.
  • Made a fix to properly level down multi-classed characters.
  • Reversed size bonus for Knockdown so that the larger creature has the advantage as stated in the manual.
  • Changed Improved Knockdown so that the attacker knocks down as if it were one size larger, as stated in the manual.
  • Made a preliminary fix for corrupted character files crashing the game server. Bad characters will end up as ghosts on the server.
  • Made some fixes to prevent game/character hacking. Sorry, but we will never publically discuss specific changes to the game with regards to hacking the game.
  • Fixed a crash if GetIsDM() is called with a non-creature.
  • Fixed a crash when ActionUnequipItem() was called by a non-creature.
  • Fixed a crash when certain scripts try delete polymorphed creature items.
  • Fixed a bug in GetMaxHitpoints() when hitpoints for a PC's level are less than 1 it was resetting their total hitpoints to 1.
  • GetHasSpell() and DecrementRemainingSpellUses() will now work with master spells (like protection from alignment).
  • Game no longer behaves erratically when the first element of a structure is a string or engine-defined structure.
  • Fixed polymorph removal on all saving/exporting of creatures.
  • On level up and down, made sure that we change the pre-polymorph values for STR, DEX, and CON that are stored on the server, so that when the polymorph is cancelled, the ability changes are reflected on the base creature.
  • Made a fix to Henchmen/familiars having problems when using an exported character in a saved game.
  • Fixed the Flame Arrow script that was incorrectly signalling itself as Magic Missle.
  • Fixed an obscure crash when closing the options panel using the default 'O' key.
  • Made a fix to prevent an obscure crash when generating a familiar name.
  • Fixed an issue with the hide empty/hide full servers filter being switched around.
  • Fixed an issue where tag lookups using more than 32 characters would fail.
  • Made a fix for pressing 'I' to close inventory while a placeable container is open, causing the container to be stuck open permanently.
  • Fixed an odd faction bug where certain NPC's were hating each other.
  • Fixed a feedback crash with Barbarian Rage in certain specific areas.
  • Fixed "Damage Reduction absorbed # damage" message. It now displays the correct value absorbed for Barbarians/Monks.
  • If GameSpy is offline, Favorites, History, Buddy Lists, and Direct Connect will all be available from the Internet Multiplayer screen instead of denying access.
  • Fixed problem with inventory items locking up after moving them and then cancelling the action queue.
  • Fixed problem with inventory items locking up after trying to move, drop, or unequip them while stunned.
  • Fixed problem with unmemorizing spells on multi-class characters.
  • Fixed a problem with many items in the action queue and the queue misfiring.
  • Fix for in game guis not updating after a character loses a class during a level-down.
  • Fixed the the restoring of previous remaining skill points during a level-down. It was restoring them based on the earlier multi-class level instead of the total character levels.
  • Fixed seamless portals that don't have waypoints specified (they will portal you now)
  • Fixed an incorrect entry in soundset.2da that was causing Dire Rats to not have sounds.
  • Fixed Gargoyle statues not destroying themselves when spawning a Gargoyle, as well as improved the visual effect of the statue's destruction.
  • Fixed Wail of the Banshee script. It now allows the game to do proper Death Immunity checking.
  • Added seamless portal password security check. ie: portal seamlessly to passworded server with no password specified fails.
  • Made a fix for creatures in a Hak Pak crashing the game when reloading the hak pak saved game from within the game.
  • PVP attitude is no longer re-initialized on area transitions. Like/Dislike buttons won't reset to "Like" on area transitions.
  • Fixed convoluted saving crash related to creating a placeable with inventory then unclicking the 'inventory' checkbox and then deleting said inventory through scripting and then trying to save.
  • Made several game stability fixes.
  • Made some fixes to prevent game/character hacking. Sorry, but we will never publically discuss specific changes to the game with regards to hacking the game.
  • Fixed a problem where containers could get stuck open when an NPC starts a conversation with you.
  • Fixed JumpToPoint and JumpToObject from firing when the client is loading or playing a movie.
  • Changed the DM Faction when possessing a creature to that creature's faction. ie: Possessing a hostile creature will keep him hostile.
  • Added some safety checks to some DM commands.
  • Partial fix for server crash when DM possesses gated in Balor and it gets unsummoned.
  • Fixed crashes caused by using console command "dm_setfaction <faction_name>".
  • Fixed Dungeon Master area transitions - they were getting a blank entry in the party bar during some transitions.
  • Made some fixes to the DM jump to/goto commands and added some more error checking to address any potential crash situations.
  • Fixed problem where DM viewing NPC character sheets displayed hit points as 1/1.
  • Fixed an issue caused by DM possessing a creature and then creating/editing a map pin.
  • RemoveFromParty() no longer removes a player from the party when the server is set to "One Party Only".
  • Fixed GetNearestCreature() so that when first or only criteria is CREATURE_TYPE_IS_ALIVE it doesn't always return an invalid object.
  • Fixed GetIsResting() - was always returning false except when called from OnPlayerRest.
  • Fixed problem with SetMapPinEnabled() whereby map pins could not be disabled. The map wasn't updating correctly, so the pin WAS indeed disabled but still displayed on map.
  • Fixed GetHasSpell() and DecrementRemainingSpellUses() to work properly with spontaneously cast spells.
  • Fixed the GetFirst/NextFactionMember() scripting command toggle.
  • Fixed crash when ActionStartConversation() assigned to area or module.
  • Fixed a bug when calling a GetAlignment() function on a non-creature.
  • Fixed an issue with NPCs "warping" around on the client screen
  • Fixed Stoneskin limit, so that its now reduced by the correct amount if you take more than the maximum absorbed damage from a hit.
  • Active item properties should be properly useable on items bought from stores and split from piles. This fixes the "can't use purchased item in inventory" issue.
  • Fixed logging out with a placeable container open causing the container to be permanently stuck open.
  • Added more informative user feedback on why their new server vault character was rejected.
  • Fixed NPCs attacking DMs.
  • PCs can no longer pick the DMs pocket. =P
  • Fixed potions/scrolls not working and breaking your game if you set the starting hour/year to zero in module properties.
  • Tags are now being properly enforced to their 32 character limit.
  • Fixed a bug where game rooms would show up twice when you hit cancel on direct connect panel.
  • Fixed an art bug with filter list on internet page and tweaked chat page also.
  • Fixed the "Release From Domination" icon.
  • Fixed a display issue where not all players were being displayed in the DM Clients player list.
  • Fixed DM possessed creatures changing to friendly on No-PVP servers.
  • Fixed the server option "RotateServerLog" to not delete old logs when rotation is disabled on a server restart.
  • Made some improvements to network performance.
  • Made some fixes to prevent game/character hacking. Sorry, but we will never publically discuss specific changes to the game with regards to hacking the game.
  • Made several game stability fixes.
  • Changed the connection panel so if you press Cancel on GameSpy connect it will dump you to the History/Favorites/Buddies pages.
  • Fixed bug with buddy list where buddy names list was not showing correct name associated with server. Also fixed bug where there was an extra server showing up with ping of -1 that didn't really exist.
  • Fixed a bug where if you loaded a module with a hak pack that had a custom creature in it, quit out, then loaded it again it would crash.
  • Fixed the character sheet displaying the incorrect "Attack Bonus" after loading a saved game from within the game.
  • "Limited" animation creatures can now use bows and crossbows.
  • Fixed loading saved games if the save folder did not specify a number.
  • Made a symptomatic fix to a counterspell issue where the character would walk up to its target.
  • Fix to disarm/recover trap progress GUI not disappearing when the character or familiar doing it dies.
  • Scripts on custom area of effect objects are now being loaded in from saved games properly.
  • Changed the feedback system on skills to handle traps that cannot be disarmed. Now if you try and disarm/recover a trap that is not flagged as disarmable, your character will try just like on a normal trap, then it will give a message saying *success will never be possible*.
  • Fix to trap feedback messages, before it was reporting success not possible when it actually was possible.
  • Fixed some combat debugging feedback messages in regards to AC Decrease properties.
  • Fixed a bug so now Halflings Good Aim bonus will show up on the character sheet.
  • Fixed a problem with some of Healer Kits/Theives Tools not getting the number of uses updated properly on your quickbar after they'd been used.
  • Changed level drain visual feedback system on the client extensively. Now it will show your level in red if your are level drained, it will also show saving throws and skills in red as they are effected by level drain. It will also always effect your highest level now, taking into account the level after negative levels have been applied.
  • We now display feedback on creature's saving throws, when you cast an AOE spell on them.
  • Damage Vulnerabilities on items are now being correctly removed when the item is unequipped.
  • Items with an AC Decrease property (e.g. -5 AC) will now give you the correct AC modifier.
  • Fixed a bug with multiple item effects not always being removed correctly when the item was unequipped.
  • Fixed a bug where you would lose an item that was unequiped due to losing a level.
  • Items can no longer be sold if they can't be unequipped.
  • Fixed problem with saving throw bonuses not getting properly removed when you unequip an item.
  • Fixed a problem where is some custom built modules, closing a door could sometimes cause a creature in a different part of the area to teleport into the room.
  • Plot items should appear properly in the lostitems store now.
  • Plot items will now appear in the Divining Pool if a player logs out of a multiplayer game while in possession of them.
  • Fixed RemoveJournalQuestEntry so it'd pull the date and time as well.
  • Fixed bug where if you were a multiclassed cleric/ranger - spells were incorrectly showing up in the rangers known list.
  • Changed it so in 800X600 you can't enable the larger font. Also if you switch to 800X600 it will disable the large font option and switch you to the normal one if your already using it.
  • Fixed resting so that associates will now rest after any custom OnPlayerRest script has already fired.
  • Fix to the way AreaEffect spells were being saved and loaded in.
  • Stopped polymorph from firing off onexit and onenter scripts.
  • Fixed polymorphed spell casting via dragging spells to quickbar.
  • Polymorphed player creatures can now use potions.
  • Fixed a problem where a druid's weapons were not visible after leaving wild shape.
  • Fixes to domination. The effect should no longer partially remove itself when the associate is attacked, and they should no longer return their master as a valid enemy (since it was using their personal reputation values to adjust the happy friendly value).
  • Fixed a bug with spell resistance increase/decrease not being handled properly.
  • Fixed bug where recommended button on skill panel in character generation did nothing.
  • Recommended button on levelup will select the class last leveled up in (if the character can still gain a level in that class), otherwise it will now find a valid class, preferably one the character already has a level in.
  • Fixed some issues with dominating creatures and animal empathy.
    Immortal creatures are immune to all 'state' effects (daze, sleep, paralyze, petrify, etc..)
  • Fixed problem where dead people would spawn in standing up and then immediately fall over (they now spawn in lying down).
  • Fixed a problem where creatures in a crowded location would sometimes appear on the wrong side of a door when loading a saved game.
  • Fixed bug with barter panel preventing chat from being resized after it is closed.
  • Changed min number of voice channels from 8 to 16. This SHOULD solve problems where combat sounds were not playing in certain rooms with lots of ambient sounds.
  • Fixed unlocking and locking of doors (with and without using a key). You can now lock doors with the proper key. Yay!
  • Poison and disease effects are no longer applied to dead creatures.
  • Fixed to Called Shot. Target will now only suffer a penalty if the Called Shot attack actually does damage (i.e. due to target having Damage Reduction).
  • Skill Decrease effects should stack properly now.
  • Fixed a bug where if you clicked at the just the right time on the legal screen the mouse wouldn't work when you got to main menu, forcing you to alt-tab out and back in for it to work again.
  • Stopped battlemusic from playing if you leave an area.
  • Fixes to Protection Vs Alignment spells.
  • Fixed immunity vs spells cast from a creature of a particular alignment type.
  • Fixed bonus saving throws so that they now work properly against Area of Effect spells cast by a creature of a particular alignment type.
  • You now get the +2 attack bonus for your initial attack when you're invisible.
  • Daze will now allow you to walk, but not cast spells or attack.
  • Fixed a problem with music sources in alternate directories.
  • Fixed a problem with the party bar icon missing in multiplayer when using a character from the character list instead of a saved game.
  • Fix for removing spells in levelup when they're on your quickbar.
  • Fixed quickbar item removal.
  • Made some fixes to damage resistance/reduction, so that it always decrements the damage limit by the correct amount (i.e. by a maximum of the amount resisted) and the user feedback messages are now displaying the correct values too.
  • Made some more fixes to the damage reduction system. The damage reduction feedback system has also been fixed so it is much less confusing and much more informative.
  • Fixed a problem where ingame keyboard shortcuts did not work if you had to enter your CD Key when starting the game.
  • Fixed level drain so skills now are effected by it.
  • Knockdown does a ClearAllActions().
  • Fixed bug where subrace was not being reset when user changed race.
  • Fixed a problem with you getting locked into conversation and being unable to successfully start a converstaion with another NPC.
  • Many changes to the way darkness works in combination with True Seeing/Ultravision.
  • DMs are no longer blinded by darkness.
  • The Blindness visual effect (screen black out) will no longer carry over from one game to the next.
  • Made some fixes to make sure that saved creatures load their animations properly.
  • Spells are now sorted in char generation, the level up panel, and the character sheet.
  • Fixed a spell casting issue. (Memorized count not always reducing).
  • Fixed bug with examine item in multiplayer.
  • Rangers companions are now the same level as shown in level up. They get the companion that compares to their real level now, not starting at level 6 any more.- Fixed imported characters and negative effects put on them making them unable to modify their action queue.
  • Fixed a crash that would happen if you tried to change the violence password and got it wrong.
  • Fixed crash that would sometimes occur when the host quit a mulitplayer game.
  • Fixed crash that could occur when damaging people who are pretending to cast a spell.
  • Fixed a crash that would rarely occur when casting spells at a target.
  • Fixed a crash that could occur when acquiring stackable equipped items that were able to merge with other items.
  • Fix to crash when copying gold to a player's repository.
  • Fixed clients hanging on a partially faded screen if the server autosaved while they were in an area transition.
  • Fixed crash caused by using up a potion and then dropping it on the quickbar.
  • Fixed a rare crash with Floaty Text and game loading.
  • DM characters will now remain invulnerable when loaded in from a saved game.
  • Fixed crash when reloading a saved game from within a running game (as a DM) when the saved game contained a DM saved character.
  • The difficulty setting will no longer reset when a DM logs into a multiplayer game. The DM's difficulty slider will now also update to the current server difficulty when logging in.
  • Now when a DM changes the difficulty slider, other DMs in the game will now see it change.
  • Fixed bug where DM's could not cast spells at NPC's.
  • Fixed a crash that could occur with DM Goto commands.
  • Fixed an issue in scripting where the code would skip a switch evaluation line (in particular, if it was called without a compound statement as the statement inside an if, while, do/while or for statement!)
  • Copy item template name as part of copy item (used for infinite store items).
  • Fixed compilation bug that causes compiler/toolset to crash when a semi-colon immediately followed the "else" keyword.
  • Fix a crash related to GetCasterLevel().
  • Fixed a server crash when a creature that was the target of a spell was sent into limbo.
  • Made some improvements to network performance.
  • Made some fixes to prevent game/character hacking. Sorry, but we will never publically discuss specific changes to the game with regards to hacking the game.
  • Made several game stability fixes.
  • Fix to database system referencing player name variables. This fix is already in Live 1.30 but will break compatibility between player-specific data between SoU 1.30 and 1.31. We apologize for any inconvienience
  • Fixed Monk Glowing eyes not showing up at level 20
  • Made a theoretical fix to the "body switching" bug. Let us know if this fixes it or if its still happening at nwbugs@bioware.com
  • Added a new console command - "setfogdistance x" where x is the distance to set the fog. At this time, this command can only move the plane out, not back in
  • Fixed the ShowDMJoinedMessage ini server option so that it actually works now
  • Fixed a problem with ModifyNumAttacks not stacking properly
  • Removed penalty for point blank shots (firing into melee penalty)
  • Made a fix to the GameSpy autologin process
  • Deflect arrows feat now works if either of you hands are free. Rather than the left hand always having to be free regardless of whether or not you have something in your right hand
  • Fixed "On Hit: Blindness" item property so that it now works again
  • You actually have to take damage from a stunning fist attack in order to get stunned by it
  • You actually have to take damage from a quivering palm attack in order to die from it
  • Put in a fix to allow henchman in the Original Official Campaign to equip unidentified magic items on loading to allow for the SoU henchmen changes
  • Item property "On Hit Knock" now actually uses it DC value
  • Made a fix to Attack Bonus calculation that was erroneously granting attack bonuses to certain damage reduction effects
  • Fixed a bug where you always failed your concentration check for spells on a subradial menu
  • Fixed a bug where cleric always failed their concentration checks when casting a non-cleric domain spell (e.g. an Air Domain cleric casting Chain Lightning)
  • Fixed the level up summary screen so that it displays the correct hit points gained if you level up when you are diseased and you CON has gone down
  • If you're immortal and you get a death effect and your hit points are below 1, they're now set back up to 1
  • You now have to have a ring/amulet equipped in order to cast spells from it
  • Fixed the "Server Description" incorrectly appearing under the "Module Description" heading in the Favorites/History page
  • Spell Resistance from items no longer stacks with the SR from a Monk's innate ability under weird circumstances
  • Added fix for defensive casting not working
  • Fixed counterspell causing the player to walk toward the target
  • Fixed DC to detect traps to use a d20 on your roll, not a d10
  • Fixed Nature's Sense and Trackless step, so that they now take effect when in the proper environment
  • Fixed an issue with module switching and the character selection screen
  • Made a fix to drive mode keys while entering cutscene mode
  • Fixed autosave character portrait and character info, for when the autosave occurred as the player was in an area transition
  • Fixed double clicking on a button in the load game menu causing the screen shot to get messed up
  • Fixed a crash when you do massive damage to a non-creature
  • Fix to radial equip option on items on the ground
  • Fix to texture replacements. VFX for stoneskin, barkskin, petrify and shadow skin should stack properly now (removing one won't remove them all)
  • Fixed "Server Description" scroll bars not working in the History/Favorites/LAN pages
  • Fixed trapped placeables that were spawned in through scripting were not being added to the area's trap list, so it couldn't be detected
  • Fixed up some ELC checks that weren't working quite right
  • Fixed a problem with hostile monsters being able to open doors that were trapped by the PC without setting off the trap
  • Fixed item containers in henchman inventory issues
  • Fixed selling items from henchman's item containers
  • Fixed Set/Disable Trap synergy bonus not showing up on the character sheet
  • Fixed some spellbook display issues
  • Fixed a crash while saving with certain malformed custom portrait .tga files
  • Fixed a crash when creature dies and DM is looking at inventory
  • Fixed crash in game options, if you quickly moved the "Overall Graphics Quality" slider when anti-aliasing was turned on
  • Fixed a rare crash when dropping gold into a container
  • Fixed a crash when calling unpossess familiar when you weren't possessing
  • Fixed a few memory leaks
  • Fixed a crash that would occasionally happen when viewing the LAN server details page
  • Fixed a crash when trying to pick up item in NULL area
  • Made some fixes to prevent game/character hacking. Sorry, but we will never publically discuss specific changes to the game with regards to hacking the game
  • Made several game stability fixes
  • Fixed the portrait not being saved out for DMs when the DM is hosting the game and saves
  • Made a fix to CreateObject scripting command for creating stores
  • Made a fix so game timers wouldn't get confused when SetCalendar or SetTime were called
  • Fixed EffectNegativeLevel so it doesn't cause a script underflow
  • Made a fix so that GetTotalDamageDealt() work with doors/placeables
  • Made a few small fixed to ActionEquipMostDamagingMelee()
  • Made a fix to the script debugger format that would cause issues when a function with parameters and a prototype is followed by a constant value
  • Fix to GetDamageRoll(), so that it now returns the correct max unarmed damage
  • Fixed crashes caused by scripting an area to apply an AOE spell to a location or object using the scripting command ApplyEffectAtLocation or ApplyEffectToObject
  • Made some fixes to prevent game/character/server hacking. Sorry, but we will never publically discuss specific changes to the game with regards to hacking the game
  • Added some safety checks to the CD checking code. Hopefully this will prevent silly messages from Windows asking you to insert your NWN CD into your hard drive. Doing this might void your hard drive's warranty
  • Fixed a server crash when the last two members of a party would leave the party at the same time
  • Fixed a nasty frame rate killing bug - if you fired lots of missile weapons with some form of added damage (eg. fire) eventually your frame rate would slow to a crawl
  • Made a fix to wounding
  • Fixed some display issues in the internet multiplayer server list

NWN gets a 8 out of 10 for bugs? Give me a fucking break.
 

Volourn

Pretty Princess
Pretty Princess Glory to Ukraine
Joined
Mar 10, 2003
Messages
24,986
You know what's funny, SP? I have suffered maybe 5, or so bugs in NWN and a countless number in TOEE. Others have suffered the revese - relative bug free experience in TOEE, and near endless bugs in NWN. It's all a matter of perspective. If I recall, most of the complaints about NWN early on were either because of securom or people were dissapointed in the OC; not because of bugs. To me that shows that most people then we're able to acually play the game without any major problems unlike TOEE where a good percentage of posts are about people not really being able to play TOEE at all so they couldn't even really get into the game to even tell if they like the actual game, or not.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
So everything was fine, but the good people of Bioware just made that huge list up?

It doesn't matter who thinks what, your assumptions about playability are not facts, the list of specific bugs, however, is a fact, just as ToEE's bugs are a fact too. What we are discussing here is why one game gets 3 while another gets 8. Simple as that.
 

Volourn

Pretty Princess
Pretty Princess Glory to Ukraine
Joined
Mar 10, 2003
Messages
24,986
You missed the entire point. Both TOEE, and NWN had lots of bugs. However, one's view is skewed by how many they personally were inflicted on them. That's the way it is.

This is why when people go on about how buggy NWN was; I chuckle; and that's why when I complained about how buggy TOEE was/is for me; certain people here laughed and said they didn't have such problems.

It's all a matter of perspective.

P.S. Not to mention, the BIO people aren't good; they are a bunch of liars, afterall. :wink:
 

HanoverF

Arcane
Patron
Joined
Nov 23, 2002
Messages
6,083
MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Codex USB, 2014 Divinity: Original Sin 2
I think what Volourn is trying to say is that no one wants to play NWN so it doesn't matter that its buggy, People want to play ToEE so the bugs are an issue
 

JanC

Liturgist
Joined
Jul 30, 2003
Messages
156
I bet NWN sells more than TOEE. I had a bad experience with save game corruption in NWN. That is one reason why I am cautious with TOEE. I don't want something like that to spoil my game again.
I remember ol' Ultima 7 - that darned game corrupted my saved game if I moved the mouse while it was saving.
 

Astromarine

Erudite
Joined
Jan 21, 2003
Messages
2,213
Location
Switzerland
JanC said:
I bet NWN sells more than TOEE.

Sure it will. We might as well establish up front that yo momma sucks less dick than mine, and yo poppa's dick is larger.

NOW can you quit the infantile crap and discuss things?
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
HanoverF said:
I think what Volourn is trying to say is that no one wants to play NWN so it doesn't matter that its buggy, People want to play ToEE so the bugs are an issue
lol, great comeback, HanoverF. The best reply evar! :lol:
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom