Yes, it does. Plus the UMD from Bard made it possible to use stuff that a Ftr/WM won't be able to. Like Monk boots...Oh right, RDD did not progress the CL in NWN. Well, the Natural Armor bonuses and Class Tumble still help a lot.
The best thing about NWN EE, and god how I wish Diamond had it. I discovered that Diamond for some strange reason only runs well at 2560 X 1440 on my system where vsync works properly with no halving of FPS. Any other resolution causes severe framerate drops with vsync on. But the game is unplayable at that resolution because the UI doesn't scale like EE's does. I tried a couple of old UI/bigger font mods but they don't work at all at 1440p or 4K (they're designed for 1080p which is not an option anymore since NWN diamond at that resolution runs poorly on my system now). I never thought I'd see the day where I'd be praising EE for its technical advances over Diamond but here I am.Recently played the DLCs campaigns. Scaling UI is a godsend.
- AOE Indicator | Spells and spell-like abilities now display a targeting indicator displaying their range and, if appropriate, their AOE shape and size
- 8 Multiclasses | Added support for up to 8 multiclasses, configurable per-module
- Faster Load Times | Improved area load times by up to 100x (!)
- News Section | Added an in-game News UI that shows upcoming patches and community news
- Script-created UI Improvements | “NUI” (script-created UI) will no longer break input to the game (WASD, drag & drop)
- Play NWN as a Cartoon | Added a new "Toon" post-processing shader as a graphical option
- Goodies for Builders | Hundreds of new functions and goodies for module builders
- Hundreds of Bugfixes & Optimizations | More bugs squashed
Bonus Art
As a bonus, here is an updated key art picture for Neverwinter Nights: Hordes of the Underdark by Mike Sass, redrawn with more detail:
Hah it's changes like these that really make me wish the source was available so we could see what retarded shit it was doing before. Perhaps forcing a redraw of the loading screen (bonus: with Vsync) for every n actions performed. Or every developers favorite: quadratic algorithms. Wouldn't be the first game for either.
- Faster Load Times | Improved area load times by up to 100x (!)
I really hate it when games do that. Inevitably gets used to push ads for other games and has the potential to add issues when the game is abandoned and the backend servers shut down or just wen you don't have an internet connection. If you want to keep players updated provide an RSS feed or something.
- News Section | Added an in-game News UI that shows upcoming patches and community news
That face
lol so they gave up entirely on actually improving anything themselves now.New patch is out, 87.8193.35-40, built entirely by community members!
I'm also not a fan of news panels in my menus, but I think it's unlikely to produce functional issues. The EE already has a network connection in the UI for the new curated content browser, but it works just fine if you're offline, merely tells you it couldn't reach the server.I really hate it when games do that. Inevitably gets used to push ads for other games and has the potential to add issues when the game is abandoned and the backend servers shut down or just wen you don't have an internet connection. If you want to keep players updated provide an RSS feed or something.
I still think the best addition to future-proofing the visuals would be a general soft out-of-focus shader, like depth of field minus the angle variability. Combine that with a toned-down version of this cel shading effect, and you might get something vaguely like Pathfinder: Kingmaker's visuals.I think I like the cel shading, and the area of effect is a nice addition too.
I was sure one of you was gonna bitch about that, but let's see the glass half full. The EE came out in 2018 and I don't know a lot of non-MMO games that keep getting patches five years down the line, that Beamdog's supporting select fans to do what they want in their code is kinda cool. Bethesda's been pretty great about supporting modders over the years, but if you showed up on Todd's doorstep asking for source access, he'd sic the dogs on you. Nor is this is an abandoned title where someone up and released the code in the public domain, it's an active product that's letting the community tinker around inside after the business case dried up.lol so they gave up entirely on actually improving anything themselves now.
That's good at least. I just checked it out and it is done needlessly annoying though with the new "News" button flashing until you mark all news as read. Ugh, why....I'm also not a fan of news panels in my menus, but I think it's unlikely to produce functional issues. The EE already has a network connection in the UI for the new curated content browser, but it works just fine if you're offline, merely tells you it couldn't reach the server.
I'm not sure I understand exactly what you have in mind but intentionally blurred textures don't sound like and improvement to me. I also wouldn't want cel-shading to be overused everywhere. While NwN graphics aren't really spectacular I also don't think they are really that big of a problem, certainly not NwN's biggest problem. Then again, I did grow up with early 3D graphics. And even as far as graphics go I don't think the limit here was mainly technical - NwN's default tile-sets are just not that well designed.I still think the best addition to future-proofing the visuals would be a general soft out-of-focus shader, like depth of field minus the angle variability. Combine that with a toned-down version of this cel shading effect, and you might get something vaguely like Pathfinder: Kingmaker's visuals.
It was an abandoned title though before Beamdog showed up and doubled the price. If they are now not even doing any additional development themselves but instead relying on free fan work while still charging a higher regular price than what the game used to cost then that pretty scummy IMO.Nor is this is an abandoned title where someone up and released the code in the public domain, it's an active product that's letting the community tinker around inside after the business case dried up.
It was the community who made NWN worthwile in the first placelol so they gave up entirely on actually improving anything themselves now.New patch is out, 87.8193.35-40, built entirely by community members!
I wanted to keep playing Diamond, but browsing the wiki, there's tons of stuff that says this or that thing is bugged but fixed in the EE. Fan modules are going to have to be sacrificed... it depends on the creators and some of those are more than a decade old. Pity.I tried NWN:EE recently and was pleasantly surprised that it looks and runs great on my system now, far better than NWN Diamond does alas. So what changed in my configuration since the last time I launched NWN:EE and it ran like garbage? Well, I have an OLED TV that has VRR/G-Sync but I don't see how it should make much difference but maybe it does, but I barely get a stutter now with EE even at 4K even when a lot of shit happens on-screen, ie major battles or areas with lots of placeables. However, i noticed that since the game doesn't have native support for HDR, it looks very dim on my LG C2 TV, which is otherwise a very bright display. Then I discovered a neat trick that forces HDR on in Vulcan/OpenGL games that normally don't support it. In the last few builds of Nvidia drivers, there's an option called "Vulcan/OpenGL Present Method". Set it to "Prefer layered DXGI on swapchain". It increases brightness significantly because it forces HDR on in games that don't natively support it or don't implement it properly, like RDR2.
NWN Diamond now runs as bad as NWN:EE used to run for me (enabling vsync causes framerate drops to 25 FPS but without vsync, the game has ugly tearing), which is a pity because I don't dare try to play random old NWN modules on EE. Looks like I'm stuck with EE for the long haul, the biggest negative being that you never know what might happen if if you try to play old modules on it. The classic module Saleron's Gambit, for example, has game-breaking area transition bugs on EE.
New patch is out, 87.8193.35-40, built entirely by community members! Highlights below and full changelog here. Module builders might also wanna know that some .2da files have been changed. Also worth pointing out that this arrangement will probably continue, a .36 patch has been mentioned as "upcoming."
- AOE Indicator | Spells and spell-like abilities now display a targeting indicator displaying their range and, if appropriate, their AOE shape and size
- 8 Multiclasses | Added support for up to 8 multiclasses, configurable per-module
- Play NWN as a Cartoon | Added a new "Toon" post-processing shader as a graphical option
I haven't come across any modules with EE-specific game-breaking bugs, aside from this one issue with forcefield doors that apparently Swordflight and some other modules ran into, but I think it's been fixed since. There may be some modules with highly particular implementations that break on the EE, but it doesn't appear to be a prominent problem. I played Adam Miller's Shadowlords and Dreamcatcher on the EE with no complaints, and that series is both old and, towards the end, very script-heavy.I wanted to keep playing Diamond, but browsing the wiki, there's tons of stuff that says this or that thing is bugged but fixed in the EE. Fan modules are going to have to be sacrificed... it depends on the creators and some of those are more than a decade old. Pity.
I'm mostly a lurker here but I want to say, I remember playing Neverwinter Nights when it came out and I was a very small child. If memory serves it was my first ever RPG. I am still playing it two decades hence. I love this stupid fucking gimmick of a game. And I will cast Turn Retard on anyone who says it's mediocre. We will still be playing NwN in some form another 20 years from now. There will still be sick as fuck Persistant worlds. (I mainly play on a Mystara one currently and frequent the Star Wars and Shadowrun ones too occasionally.) and awesome campaigns that bend over and bugger anything Bioware has made in the last two decades. We will never see a game with the modding potential of Neverwinter Nights again. Bethesda games only come close due to third party tools like SKSE. On their own the modding tools for Beth games are still not on par with Aurora. And also Elder Scrolls is fucking boring.
But it's that bespoke thing a human DM can do that computers can't yet do, that's so brilliant about PWs.
NWN2's toolset lets you do more than NWN1 but it's significantly slower and harder to work with. It's really fast to bang out a rough area in NWN1 and start testing shit for example while in NWN2 you'll spend hours just setting up a rough area, let alone populating it. You might take the not entirely unreasonable line of thought that "More complexity means it takes longer but the end results are better" except that a lot of people liked making NWN1 modules in their free time on the weekends and shit, and one person working on a module for a month or two (Or more) can produce a fine adventure at the end with NWN1, while NWN2 requires MUCH more time and dedication and makes it not really worthwhile for someone doing it for fun. And it's also true that there are a lot of trash NWN1 modules but there are so many MORE modules for NWN1 than 2 that it still has far more quality than 2 ever did.(I only really caught the fever for NWN2, which I gather isn't quite as good to build with, or had more headroom but people didn't take it up or something. But the graphics in NWN are just on the cusp of "too unbearably old" for me.)
For what it's worth I had the toon shader working on the beta patch just fine. Haven't fired it up after it went live, I'll do so now.Don Peste, were those screenshots above yours, did you get it running?
This is what used to separate the men from the boys.
- AOE Indicator | Spells and spell-like abilities now display a targeting indicator displaying their range and, if appropriate, their AOE shape and size
The issues with NWN2's Electron Toolset are:NWN2's toolset lets you do more than NWN1 but it's significantly slower and harder to work with. [...](I only really caught the fever for NWN2, which I gather isn't quite as good to build with, or had more headroom but people didn't take it up or something. But the graphics in NWN are just on the cusp of "too unbearably old" for me.)
I'll try a clean reinstall tomorrow instead of the delta patch, and if it still screws up I'll roll back to the prior build, I have the installers. But I am getting tired of this, it seems every patch I get it's a coin toss whether I'll end up wasting a couple of hours debugging it. It's not like I messed around with any non-user side components in my install, how the hell am I getting shader errors here?For what it's worth I had the toon shader working on the beta patch just fine. Haven't fired it up after it went live, I'll do so now.
Yeah, booted up fine.
Yes, my screenshots. It works for me. I think I have one or two small mods, just that.Oh, bloody hell...
I get this gem pop up twice in a row when I launch the Toolset after updating. Seems to run just fine other than that, but... The "Toon" shader doesn't work. I flip it to true in the config, and as soon as I launch the game in any way, it flips back to false. I wonder if it's this shader file above.
Don Peste, were those screenshots above yours, did you get it running?
EDIT: Nope, something's very wrong. Not only am I also not seeing the new spell target indicator, now I'm not seeing the spells either! As in I'll cast a fireball, the PC will animate, I'll hear the noise and see a light appear at the point of impact, but I'm not seeing the fucking fireball itself. Clearly, this shader crap's throwing stuff belly up.
I'll have to reinstall everything again... again.