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NWN Neverwinter Nights: Enhanced Edition - Beamdog's final enhancement - now with new premium modules

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
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PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
ProjectEternity_Final.jpg
Looks like shit.
No, your animu portrait looks like shit.

Kitschy and typical fantasy fare. It features not 1, not 2, but 3 orange-y glowy bits on people while they are bathed in an orange-y glowy aura. It also has tentacles and clawing undead/zombie hordes, we haven't seen those before. I guess it could've been more over-drawn than it is, but that's a faint comfort. That doesn't mean it's bad, it's obviously functional, it's just nothing interesting or special.
Go home Lacrymas, you're drunk.

Here is some more "mediocrity", fools:
EverQuest-game-art-pictures_1366x768_wallpaper.jpg


Edit: choose your own image size if your connection is shitty: http://hk.hdwall365.com/EverQuest-game-art-pictures_HD_wallpaper.html
 
Last edited:

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


http://blog.beamdog.com/2018/04/april-27-livestream-recap.html

April 27 Livestream Recap


We’re currently hip deep in “64bit” ~ Phil

Today Beamdog CEO Trent Oster and Studio Director Phillip Daigle shared the latest news on Neverwinter Nights: Enhanced Edition and Infinity Engine Enhanced Edition patches.

Missed the stream? It's on YouTube! Here's a quick summary of the highlights:
  • Planescape: Torment: Enhanced Edition is on sale on Google Play and the App Store. Save up to 60%, then travel to Sigil on your tablet!
  • We’re hiring for a lot of open positions. Designers, producers, developers - apply on our job page now!
  • We’re aiming to release the 2.5 update for Icewind Dale: Enhanced Edition on Monday, April 31.
  • The 2.5 patch for Baldur’s Gate: Enhanced Edition, Baldur’s Gate II: Enhanced Edition, and Icewind Dale: Enhanced Edition includes hundreds of fixes. According to Trent, the Infinity Engine “repays bug fixes with more bugs”, but our tech and QA teams have been hard at work fighting them. We salute our QA lead, Kristin, for her amazing work!

A shout out to our artist Thea for this fantastic portrait!
  • Remember the Neverwinter Nights: Enhanced Edition launch day portrait draw? Congratulations, Exornova! Your portrait will be coming as an in-game bonus to NWN:EE soon!
  • We’re still working with Intel engineers to track down crash and performance issues we’re seeing on Intel HD GPUs.
  • Neverwinter Nights: Enhanced Edition development build 8169 is live! Check out the full list of fixes and features here.
  • Among other things, NWN:EE accepts Cyrillic key input again. This is a stopgap measure to support our Russian friends while we work on the proper UTF-8 support.
  • Special thanks goes to Søren Møller (Zarathustra217) for new dynamic contrast shader and new SSAO shader versions!
  • We renamed “Head Start” on Beamdog Client to “Development” to avoid further confusion. “Development” is the Beta branch where new test releases will ship just like with Head Start before. Persistent Worlds are advised to stick to the stable branch.

What Beamdog Friday show can be without a “Forge with Trent” series?
  • Neverwinter Nights: Enhanced Edition will eventually make it to GOG. We’ll be sure to share a release date when it’s set.
  • We’re working to add Neverwinter Nights: Enhanced Edition as a project on our translation site for future localizations.
  • One of the big things we’re working on currently is updating Neverwinter Nights: Enhanced Edition to 64bit.
  • Another big feature we’re trying to implement is the True Type Fonts (TTF) support. Currently, the main limitation for the 1.5x scaling of UI in NWN:EE is the font, and we hope TTF will help fix that.
  • We’re listening to the community feedback on the "Allow customization of hardcoded feats" request as we’re trying to wrap our head around it. Let us know what you think about this request on our forums!
Excited for what’s next? Come and join the next livestream next Friday!
 

fantadomat

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Cael

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Ok,i can't tell if this is a joke or some cultural differences. Do traps actually do tattoos to cover shit?
Nah. I was just alluding to the fact that most people with chest tattoos are big, hairy biker gang members. So, if it has a chest tattoo... :D
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


http://blog.beamdog.com/2018/05/may-04-livestream-recap.html

May 04 Livestream Recap


Object Visual Transforms allow scripters to scale, rotate and move nearly all ingame objects.

Beamdog CEO Trent Oster and Studio Director Phillip Daigle shared the latest on Neverwinter Nights: Enhanced Edition and Infinity Engine patch news during today’s livestream.

Missed the stream? It's on Youtube and Twitch! Here's a quick summary of the highlights:
  • The 2.5 patch for Icewind Dale: Enhanced Edition has been released this week and is now available in the Beamdog Client and on Steam. The patch brings over 300 fixes and features to IWD:EE. Players from GOG, Google Play, App Store and Mac App Store - please be patient as it takes time for the update to populate through the various stores! Check out the full patch notes here.
  • The team is focused on pushing a new beta build for Baldur’s Gate II: Enhanced Edition next, which will include new translations and restored V/O!
  • We’re hiring! Apply for your dream job and start working on beloved D&D games. We’re looking for designers, producers, programmers, and more. People who are interested developing the Nintendo Switch, Xbox One and PS4 - take note!

The new material shader overrides being added in 8170 allow scripters to send new uniforms to shaders on specific objects, and specific materials on those objects.
  • Neverwinter Nights: Enhanced Edition development build 8170 is out in the Beamdog Client and on Steam. It focuses on bug-fixing and brings a few exciting new features. We’ve made it so that when looking up translated strings (for example, in object descriptions), we first consider the opposite gender before falling back to English. We’ve also added script calls that allow overriding shader uniforms on materials. This is still work in progress: more flexibility, the ability to swap materials and other components on materials, gff serialisation, and toolset support is still to come.
  • We’re working with Intel on crashes and performance issues within the Intel HD GPU drivers. The Intel driver team have managed to repro the issue. We really appreciate your help, Intel programmers!
  • We are aware of the bug with the Whirlwind attack in NWN:EE, which dates back to original Neverwinter Nights. It will be addressed soon.
  • A new stable build for Neverwinter Nights: Enhanced Edition is coming. Now that we’ve added several major features we’re going to stabilize the existing development branch over the next week.
  • The issue currently happening with multiplayer saves loading in the premium modules is reported and being looked at for the next stable release.

We keep adding new items to the Steam Workshop.
  • Check out 96 new sample Long Swords models recently uploaded to the Steam Workshop. They now support normal and spec information. All of these pieces are modular and can be mixed and matched!
  • We plan to move forward with a new lighting system in Neverwinter Nights: Enhanced Edition but in the same time we have to balance it considering the backwards compatibility. We’re thinking about possible solutions. According to Phil, there might be an option for module creators to choose between original NWN shaders and new lighting shaders for advanced or complex content.
  • Unhardcoding the rules, classes and abilities in Neverwinter Nights: Enhanced Edition is a long-term goal. Our plan is to open up everything for modding but because these are fundamental engine changes we will need to roll them out slowly and carefully.
  • Achievements and trading cards for Neverwinter Nights: Enhanced Edition on Steam will be a part of a substantial update in the future.
  • Adding a brightness slider back into Neverwinter Nights is a little bit challenging task now, but we want to do it.
  • There’s a rumor we’ll be present at the Stream of Many Eyes - a 3 day D&D event starting June 1 at 4PM PT on twitch.tv/dnd. There’s another rumor that Phil will be dressed as Rasaad yn Bashir!
Excited for what’s next? Come and join the next livestream next Friday!
 

Merlkir

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Messages
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Kieran Yanner is a super established and legit professional illustrator. He's done a ton of work for all the big RPG publishers like Paizo and WotC. (currently he's also an art director for Magic the Gathering)
His painting for PoE was done way early before much about the game was set in stone, that's why Cadegund is there and why Edér and Aloth look nothing like they do in the game.

There is no way in hell Beamdog didn't license those portraits, or had some of them commissioned for money. (I think I've seen the male before, so it might be a painting of his they asked to license)
 

Mebrilia the Viera Queen

Guest
So they even implemented a feature to shrink or enlarge that ugly looking blocks they call models?.. Wo... i am so excited i can't wait to see potatos glued with duchtape so huge on my screen!
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


http://blog.beamdog.com/2018/05/may-11-livestream-recap.html

May 11 Livestream Recap


“I have negative free time” ~ Trent

During today’s livestream Beamdog CEO Trent Oster and Studio Director Phillip Daigle shared the latest on Neverwinter Nights: Enhanced Edition and Infinity Engine patches.

Missed the stream? It's on YouTube and Twitch! Here's a quick summary of the highlights:
  • Beamdog.com will be updated in the near future. Watch out for some exciting changes!
  • We love seeing kids being introduced to Dungeons & Dragons. An Edmonton teacher, Marc Schubert, is raising money to help found D&D clubs in schools. Trent helped them reach their second funding goal! Learn more and donate here: https://www.gofundme.com/dndforyegkids
  • Keep your eye out for the Stream of Many Eyes - a 3 day D&D event starting June 1 at 4PM PT on twitch.tv/dnd. You’ll spot a few familiar faces there!
  • We’re still hiring! People who are interested developing on Nintendo Switch, Xbox One, and PS4. Producers, Designers, Programmers, and Technical Artists - apply!
  • Dragon+ is a official source for all-things Dungeons & Dragons! It’s free online, and on iOS and Android devices. Download the Dragon+ app and enter to win one of ten copies of Neverwinter Nights: Enhanced Edition!

  • Development build 8171 for Neverwinter Nights: Enhanced Edition is out in the Beamdog Client and on Steam. Material shader params (added in 8170) are now persisted to gff data (player character vaults, save games). The build also brings a number of bug fixes, including a fix for the infamous Whirlwind attack bug dating back to original Neverwinter Nights. See the full notes here.
  • We intend to ship the next stable release (1.75) for Neverwinter Nights: Enhanced Edition soon, stay tuned!

Congratulations to our Obsidian friends on the launch of Pillars of Eternity II: Deadfire.
  • The beta of the 2.5 patch for Baldur's Gate II: Enhanced Edition received a new build this week and is available in the Beamdog Client, Steam, and on Google Play. We’ve added a number of asked for language and V/O updates, as well as hundreds of fixes and features. Hamsters, rangers, German, Polish, Chinese, Korean, Russian and Italian players everywhere, rejoice!
  • 2.5 patches are not last updates for Baldur's Gate: Enhanced Edition, Baldur's Gate II: Enhanced Edition and Icewind Dale: Enhanced Edition. However, any further patch will take time.
  • Achievements for our Infinity Engine games on GOG won’t be a part of the 2.5 patch series, but the team are working towards them.
  • Achievements and trading cards for Neverwinter Nights: Enhanced Edition will happen eventually. We have people busy with them in the studio.

The Roadmap Trello board is the place to track progress on Neverwinter Nights: Enhanced Edition.
  • We’re very interested in translating Siege of Dragonspear into as many languages as we can. To get a good quality translation is a pretty big challenge. We’re looking at all our available options.
  • We can’t release the unhardcoded open code of Infinity Engine games because it’s a joint property of BioWare, Electronic Arts and Beamdog.
  • One of our goals in Neverwinter Nights: Enhanced Edition is to open character classes up and allow multiple things. There’s a request to allow for more than 3 classes, which is currently blocked by UI.
  • The UI update for Neverwinter Nights: Enhanced Edition is coming together slowly, but it’s progressing. According to Phil, Neverwinter Nights players are in for a treat, with a “waterfall of features” coming their way in the future.
  • We’ll work on the resource limit of modules as a part of porting the Neverwinter Nights: Enhanced Edition codebase to 64bit. It’s a challenge, but it’s a challenge we’ve signed on, and we’ll do it.
  • We’re working on updating the original campaign of Neverwinter Nights based on suggestions from the community. Allowing henchmen inventory management in the original campaign is a part of this process.
  • According to Trent, our vision for adding new content is somewhere in the middle between focusing on the backend stuff and leaving most of the new models/textures/classes/races creation to the community.
Excited for what’s next? Come and join the next livestream next Friday!
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


http://blog.beamdog.com/2018/05/may-18-livestream-recap.html

May 18 Livestream Recap


“Looking for a lot of good people to join the team!” ~ Lee

During today’s livestream Beamdog CEO Trent Oster was accompanied by Marketing & PR Manager Lee Guille to share the latest Beamdog, Neverwinter Nights: Enhanced Edition and Infinity Engine news.

Missed the stream? It's on YouTube and Twitch! Here's a quick summary of the highlights:
  • We launched our new and enhanced Beamdog.com site! To celebrate, we’ve kicked off a huge sale: Baldur’s Gate: Enhanced Edition, Baldur’s Gate: Siege of Dragonspear, Baldur’s Gate II: Enhanced Edition and Icewind Dale: Enhanced Edition are each 66% off, with Planescape: Torment: Enhanced Edition at 60% off!
  • Baldur’s Gate II: Enhanced Edition is currently on its biggest sale yet on Google Play and the App Store - save as much as 80% on your way to Amn!
  • Fanatical.com are doing their own sale of our titles. Check it out!
  • Mordenkainen's Tome of Foes is now out in local game stores. We can’t wait to study the writings of the renowned wizard from the world of Greyhawk, gathered over a lifetime of research and scholarship!
  • We have a lot of positions open! Programmers, designers, technical artists. Join our team to work on exciting projects!
  • During the livestream next week we’ll try to arrange an interview with Bernhard Stöckner (niv), a community leader who maintains Neverwinter Vault. Trent loves niv, and you should do that too! Don’t miss!


“New shields are here, and they’re pretty” ~ Trent
  • Development build 8172 for Neverwinter Nights: Enhanced Edition is now available in the Beamdog Client and on Steam. The race selection UI in character generation is now a list (instead of pre-defined buttons) just like class selection. Races can now have an icon; defined in the new “Icon” column in racialtypes.2da. This is up to custom content, as we do not currently ship icons for the builtin races. Check out the full list of features and fixes here.
  • Our new Steam Workshop submission remakes the Tower Shield models from Neverwinter Nights. There are 12 models in total, which now support normal and spec information.
  • We have completed the deconstruction of Neverwinter Nights: Enhanced Edition UI. Based on our findings, we’re going to create a master plan on how to make the UI work properly.
  • Our Trello page keeps on growing. We have a big Roadmap in front of us and want to substantially improve Neverwinter Nights and step it forward. Probably, everything will take 3 or 4 years to materialize.
  • We’re working towards bringing Neverwinter Nights: Enhanced Edition to GOG. We have nothing to announce at the moment, but it’s getting closer.
  • We want to come up with an awesome package if we do a Collector’s Edition of Neverwinter Nights: Enhanced Edition. For now, there is no news on this front.
  • We’ll see what we can do regarding publishing instructions on our forum about transferring servervaults from 1.69 to Neverwinter Nights: Enhanced Edition.

Lee is playing as a really little Brownie, Biff the Understudy, in the module created by Bill Harper.
  • The 2.5 patches for Baldur’s Gate: Enhanced Edition and Baldur’s Gate II: Enhanced Edition are slowly rolling forward. We’re actively listening to players’ feedback - let us know about the beta updates on our forum.
  • We’re trying to improve the Mac Apple Store experience for our players and to make sure you have a really good time playing our games. Once the 2.5 patch series is in good state, we’ll release patches for Baldur’s Gate: Enhanced Edition, Baldur’s Gate II: Enhanced Edition and Icewind Dale: Enhanced Edition there.
  • Currently Planescape: Torment: Enhanced Edition with Czech localization is available only on Steam. We plan to get it on Beamdog.com, GOG, Google Play, the App Store and the Mac App Store soon.
  • We’re going to the Stream of Many Eyes (starting June 1 at 4PM PT) by Wizards of the Coast! Costumes may or may not be involved! Hop onto their Twitter for a taste of what’s to come!
Excited for what’s next? Come and join the next livestream next Friday!
 

Tom Selleck

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May 6, 2013
Messages
1,224
I forgot this was out.

$46 Canadian fucking dollars for all the expansions??

Why are they making these videos?
 

Cael

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Nov 1, 2017
Messages
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I forgot this was out.

$46 Canadian fucking dollars for all the expansions??

Why are they making these videos?
Drumming up business for something that most people already have. Trying to fool people into buying the same thing over and over again. Unfortunately, humans are really dumb enough to fall for that kind of fraud.
 

aweigh

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Messages
18,179
Location
Florida
Have they patched in any new features or content that would entice purchasing? Has there been any mod work done that requires this new version and that is of high quality?
 

Cael

Arcane
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Have they patched in any new features or content that would entice purchasing? Has there been any mod work done that requires this new version and that is of high quality?
Well.... They turned Aribeth into a tranny's wet dream. Does that count?
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


http://blog.beamdog.com/2018/05/may-25-livestream-recap.html

May 25 Livestream Recap


“We look at the Trello for guidance. It controls where we’re going with NWN:EE” ~ Trent

Beamdog CEO Trent Oster and Studio Director Phillip Daigle shared the latest Neverwinter Nights: Enhanced Edition and Beamdog news during today’s livestream. We had a live interview with Bernhard Stöckner (niv), a longtime Neverwinter Nights community member and one of the key developers behind NWN:EE!

Missed the stream? It's on YouTube and Twitch! Here's a quick summary of the highlights:
  • For all our Android or iOS players - Siege of Dragonspear is on sale on Google Play and the App Store! You don't need to own Baldur’s Gate: Enhanced Edition or Baldur’s Gate II: Enhanced Edition to be able to play Siege of Dragonspear. The SoD story can be enjoyed on its own with a new character (or even a whole party), although the game allows you to import and export saves to experience the entire Baldur's Gate saga in one epic adventure!
  • Update your journal! This is your last chance at the new Beamdog.com launch sale. Save up to 66% off Infinity Engine titles! We have added all kind of payment options and now can take payments in different forms.

Discover the truth about the great conflicts of the D&D multiverse in Mordenkainen's Tome of Foes.
  • Neverwinter Nights: Enhanced Edition development build 8174 is available for the Beamdog Client and Steam. We urge players to test the new build extensively as the first stable for NWN:EE is coming closer.
  • You can vote on your favourite suggestions for Neverwinter Nights: Enhanced Edition on our Input Trello board. If you have a request that is still not on the Trello, share it on our forums and get feedback from other players.
  • We’re constantly exploring different concepts for our future projects. We like the idea of the The Black Pits III, but if we do it, most likely it wouldn’t be in the Infinity Engine. According to Phil, there’s no reason why Baeloth the Entertainer can’t show up in 3E or 5E.

“Working on the game itself is very rewarding” ~ niv
  • Niv, now the technical director on the NWN core team at Beamdog, got involved in the Neverwinter Nights community many years ago. He had wanted a toolset/toolkit style of game in forever, so after watching the E3 trailer he was hooked immediately.
  • The NWNX (which niv calls “Nixie”) was a tool that expanded Neverwinter Nights options and opened the door to running servers with 200 people on them. “Nixie” is continuing to be developed today.
  • According to niv, something that is really special about Neverwinter Nights is the community that keeps doing amazing stuff. There’re 3 TB of community-created content available on the Neverwinter Vault, go check them out! The future of Neverwinter Nights is bright, with modders looking forward to using the EE tools.
There will be no stream next week, but watch us at the Stream of Many Eyes. Follow Beamdog on Facebook and Twitter for all the fun!
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
http://blog.beamdog.com/2018/06/neverwinter-nights-enhanced-edition.html

Neverwinter Nights: Enhanced Edition Patch 1.75 Is Here!



The first major Neverwinter Nights: Enhanced Edition patch is coming to Steam and Beamdog. It's been a long road to 1.75 as NWN:EE fans on our Development branch know, but its finally time to release this mighty patch everywhere Neverwinter Nights: Enhanced Edition is available!

Server Changes
-=-=-=-=-=-=-=

Features:
* The player cap for a single server has been increased to 255 (from 96).(Hint: You can still reserve DM slots by setting a lower limit.)
* Increased the maximum player name length from 32 characters to 127.

Fixes:
* NWScript: Fixed a crash in GetAreaSize() when it was called with the module as the area.
* We added some basic protection against packet flooding that was seen recently.
* Player name checks are now case-insensitive for purposes of locking names to public keys.
* Translations/LocStrings: We’ve made it so that when looking up translated strings (for example, in object descriptions), we first consider the opposite gender before falling back to english.
* Networking: We fixed some issues with masterserver DNS resolving that would, in rare circumstances, drop servers from the master list.
* The Whirlwind attack feat has been fixed.
* We fixed an issue with some creatures not spawning lootable corpses.
* We fixed the following script events for player characters: OnDamaged, OnSpellCastAt, OnMeleeAttacked, OnPerception, and OnCombatRoundEnd.
* We fixed a crash where ActionTakeItem would fail to deposit an item in a full inventory.
* We fixed the server time getting stuck if the module had many areas.
* We fixed a very rare crash when removing many areas via DestroyArea() in one script.
* We fixed SetTransitionTarget() not propagating to clients in all cases.
* Doors can now once again initiate conversations with players (via nw_g0_conversat).
* Also, the game engine does not assign this script to doors, placeables and creatures with no script set anymore, instead just defaulting to it as a temporary override.

Client Changes
-=-=-=-=-=-=-=

Features:
* The race selection UI in character generation is now a list (instead of pre-defined buttons) just like class selection.
* Races can now have an icon; defined in the new “Icon” column in racialtypes.2da. This is up to custom content, as we do not currently ship icons for the builtin races.
* New dynamic contrast shader by Søren Møller (Zarathustra217).
* New SSAO shader by Søren Møller (Zarathustra217).
* New Depth Of Field shader by Søren Møller (Zarathustra217).
* Materials: .mtr files can now specify “renderhint”; mesh-specific definitions overrides this.
* Materials: Meshes don’t require a texture if a .mtr was set.
* Materials: In the mesh definition, “bitmap”/”texture0” can be used to define the material instead of “materialname”.
* The Chat Log and Combat Log UI now remember their size between play sessions (in the .ini); they also remember split mode/combined mode.
* UI: All-metallic colours are now animated in the character creation colour picker UI.
* NWN:EE can now accept cyrillic key input again; and display as well, if a suitable (community-made) font override is provided. This is a stopgap measure to support our russian friends while we work on proper UTF-8 support.
* Linux Fullscreen Mode is now properly supported.

Fixes:
* SDL has been updated.
* A crash when joining a server with haks was fixed.
* The multiplayer server browser UI has been fixed to work properly on 1080x2.
* The multiplayer server browser now default-sorts by player count, descending.
* Steam Workshop now logs to the player log for activity (like progress).
* Movie playback on case-sensitive file systems (Linux) and languages with mismatching case movie files has been fixed.
* Garbled sound issues have been fixed.
* We fixed stopping/resuming audio playback when a audio device is (re)connected.
* UI: We fixed the flickering text on loading screens.
* Saving and loading ShadowGuard premium module savegames has been fixed.
* UI: We fixed Escape not working on some main menu panels.
* Renderer: We fixed rendering animated meshes without animations as static (for example, seen as disappearing water on tno01_v20_02).
* Death Attack now shows properly in feat messages in the combat log.
* Incorrectly rendered armour part colours in character generation have been fixed.
* We added a workaround for an issue where servers would get confused by multiple clients behind NAT on on the same port.
* Crash handlers have been improved to address issues with people not seeing the crash message, or not finding the right files to attach to a report.
* We’re now applying FBOs (full-screen post processing effects) in a predefined order to avoid visual corruption when un/checking them in the UI.
* We fixed the Connect button on the Server Details pane not working properly.
* We also fixed the Previous/Next buttons not greying out the Connect button as required.
* HAK and TLK preloading is now checked immediately upon connection; not after character creation. This fixes an issue where players would attempt to join a server with missing haks, only to be kicked after character creation.
* The polish high-res font has been amended to include all needed special characters.
* We fixed a crash in the 2D sound system.
* We fixed an issue in the 3D sound system that would sometimes stutter or hang the game.
* A client crash that would happen when the server sent a visual effect while the client was on a loading screen was addressed.
* A client crash that would happen when the server sent a invalid placeable update was fixed.
* We fixed inventory PLT icons sometimes displaying the wrong colours.
* We addressed some issues with the builtin texture cache sometimes returning the wrong or no image, resulting in visual corruption on layered textures.
* We fixed a crash issue with saving games when the thumbnail could not be generated.
* We fixed the game crashing while exiting a module/game with a floating popup bubble active.

Content Creation Changes
-=-=-=-=-=-=-=-=-=-=-=-=

Features:
* Object Visual Transformations: You can now scale, translate, rotate the following game objects: Creatures (including players), Items (including held/wielded), Placeables (dynamic only), Doors. You can also adjust the animation speed independently from object scale. This transformation is visual only and has no effect on walkmesh or personal space. (See Scripting Commands below.)
* Materials: We’ve added script calls that allow overriding shader uniforms on materials.
* Double quotes (“) can now be escaped in nwscript (\”).
* The toolset can now open unpacked modules: You need to have it unpacked in a directory the same name as the .mod file (without the .mod extension).
* Toolset: You can now move objects along the Z axis by holding down the Alt key and moving the mouse.
* We added the livestream contest winner portrait (po_exornova).

Fixes:
* A crash in the script compiler has been fixed when many includes were nested.
* Utils: We’ve re-added nwhak.exe and gffeditor.exe to the torrent. nwhak.exe now understands all new res types (like .mtr).
* An issue where custom content tiles could not be laid down in the toolset (notably, Seasonal Forest) was fixed.
* We fixed “Stereo WAV in 3D Positional Sound” popping up erroneously in the toolset.
* We fixed the toolset not displaying spells or feats on character sheets.
* We fixed "sqrt DOMAIN error" showing up on binary models without valid tangent data.

New Scripting Commands
-=-=-=-=-=-=-=-=-=-=-=

int OBJECT_VISUAL_TRANSFORM_SCALE = 10;
int OBJECT_VISUAL_TRANSFORM_ROTATE_X = 21;
int OBJECT_VISUAL_TRANSFORM_ROTATE_Y = 22;
int OBJECT_VISUAL_TRANSFORM_ROTATE_Z = 23;
int OBJECT_VISUAL_TRANSFORM_TRANSLATE_X = 31;
int OBJECT_VISUAL_TRANSFORM_TRANSLATE_Y = 32;
int OBJECT_VISUAL_TRANSFORM_TRANSLATE_Z = 33;
int OBJECT_VISUAL_TRANSFORM_ANIMATION_SPEED = 40;

// Gets a visual transform on the given object.
// - oObject can be any valid Creature, Placeable, Item or Door.
// - nTransform is one of OBJECT_VISUAL_TRANSFORM_*
// Returns the current (or default) value.
float GetObjectVisualTransform(object oObject, int nTransform);

// Sets a visual transform on the given object.
// - oObject can be any valid Creature, Placeable, Item or Door.
// - nTransform is one of OBJECT_VISUAL_TRANSFORM_*
// - fValue depends on the transformation to apply.
// Returns the old/previous value.
float SetObjectVisualTransform(object oObject, int nTransform, float fValue);

// Sets an integer material shader uniform override.
// - sMaterial needs to be a material on that object.
// - sParam needs to be a valid shader parameter already defined on the material.
void SetMaterialShaderUniformInt(object oObject, string sMaterial, string sParam, int nValue);

// Sets a vec4 material shader uniform override.
// - sMaterial needs to be a material on that object.
// - sParam needs to be a valid shader parameter already defined on the material.
// - You can specify a single float value to set just a float, instead of a vec4.
void SetMaterialShaderUniformVec4(object oObject, string sMaterial, string sParam, float fValue1, float fValue2 = 0.0, float fValue3 = 0.0, float fValue4 = 0.0);

// Resets material shader parameters on the given object:
// - Supply a material to only reset shader uniforms for meshes with that material.
// - Supply a parameter to only reset shader uniforms of that name.
// - Supply both to only reset shader uniforms of that name on meshes with that material.
void ResetMaterialShaderUniforms(object oObject, string sMaterial = "", string sParam = "");
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
12 years later, Darkness over Daggerford finally becomes an official NWN premium module:



Developed by Ossian Studios, this new enhanced version of Darkness over Daggerford updates the award-winning former premium module with a host of gameplay improvements, new music, voice over, and portrait art.

The Duke of Daggerford has been mysteriously killed, a new power has taken over the town, bandits rove the Trade Way unhindered, and mysterious things stir in a fabled ancient citadel, yet all is not as it seems. A darkness is fast descending upon this sleepy town near Waterdeep - will you be able to stand against it?

Explore the walled town of Daggerford and surrounding region of the Sword Coast in order to uncover a web of lurking dangers in this classic style Dungeons & Dragons module. Lock horns with some of the most powerful and secretive organizations in Faerûn in this grand 25+ hour adventure, with two possible companions to fight at your side, and your own stronghold to call home.

Features:
  • An expansion-size adventure with 25+ hours of gameplay
  • Use the world map to venture across fifteen areas along the Sword Coast, each brimming with unique adventures.
  • Establish and customize your stronghold to discover new quests
  • 12 new music tracks
  • 12 new character portraits
  • New voice over for main characters
  • Nearly 500 gameplay improvements over the original!
Buying the enhanced edition of Darkness over Daggerford helps to support Ossian Studios’ goal of bringing you more great Dungeons & Dragons adventures!

Ossian's Alan Miranda has done work for Beamdog in the past.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,826
Pathfinder: Wrath
Ah, so that's what their game is. Weak, but predictably manipulative.
 

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