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#271054 31/10/04 07:56 PM
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I didn't saw a new patch, wow this is a new reason to play the game again, thx for the info. I'll test what you said kyra_ny.


Who's gonna show you how to fly!
#271055 31/10/04 10:31 PM
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Geez I am nasty <img src="/ubbthreads/images/graemlins/evilgrin1.gif" alt="" /> <img src="/ubbthreads/images/graemlins/evilgrin1.gif" alt="" /> <img src="/ubbthreads/images/graemlins/evilgrin1.gif" alt="" />

Neverwinter Nights v1.64

Patch details:
Neverwinter Nights Game
=-=-=-=-=-=-=-=-=-=-=-=
WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 1.64 TOOLSET ARE TAGGED AS REQUIRING VERSION 1.64 OR HIGHER OF NEVERWINTER NIGHTS GAME OR TOOLSET.
IF YOU DON'T WANT TO BRAND YOUR MODULE AS 1.64 THEN DO NOT EDIT YOUR MODULE IN THE VERSION 1.64 TOOLSET.
IF YOU WANT TO GO BACK TO 1.62, WE WILL HAVE A 1.64 TO 1.62 PATCH AVAILABLE.
- Original Campaign: Fixed an issue with Sharwyn not using her Bard Song ability (this should not affect Sharwyn in HotU).
- Original Campaign: Chapter 2 - The scene at the Pinnacle of the Host Tower should now always fire properly, no matter what.
- Original Campaign: Chapter 2 - Lenton isn't as busy as he used to be (you can now talk to him again).
- Original Campaign: Prelude - Fixed a minor error that could occur under specific circumstances when opening a certain chest.
- HotU: Chapter 2 - Fixed an issue that could cause the game to crash when specific spells were active in the Wizard's Tower in Shaori's fell.
- HotU: Chapter 2 - Fixed an issue with the teleporter to the Grand Hall in Zorvak'Mur, as it wasn't working properly under a specific set of circumstances.
- HotU: Chapter 3 - Fix to a rare bug in the Windswept Battlefield area where the 'boss' creature wouldn't spawn in properly, which made him somewhat difficult to kill.
- HotU: Chapter 3 - When the game ends, we now remove the non-droppable (cursed) flag from all items before doing the final export of the character. This is so that when you take the character into another module, you can drop items such as the Relic of the Reaper.
- If you already have a character who can't get rid of the Relic (or another item), you can do the following (in single player) - in the chat bar, type:
##DebugMode 1
##runscript nw_itemreset
##DebugMode 0
- If you use this script so that you can drop an item which is part of the module you're currently playing, don't be surprised if the game breaks later on (because the module will expect you to have the item). Only use it to get rid of items that have been stuck to your character from other modules.
- Made some fixes to prevent game/character hacking. Sorry, but we will never publicly discuss specific changes to the game with regards to hacking the game.
- Added a new ini setting to nwnplayer.ini [Server Options] "Saving Throw Automatic Failure On 1=1". If turned off (0), you will no long fail saving throws on a roll of 1 if your total saving throw with bonuses beats the required DC.
- Added a new Sub Net Profiling system (which logs bandwidth usage). To activate it, go to nwn.ini and in the [Game Options] section add in "Enable SubNet Profiling=1". A log file called SubNetProfile.log will be created in your root Neverwinter Nights directory once the game/server shuts down.
- Added new "Max Memory Usage" ini setting to [Game Options] in the nwnplayer.ini file. This allows you to set the amount of available memory (in Megs) that the game will use for caching resources in memory. Adding more memory for the cache may improve performance up to a point, after which increasing the cache size any more most likely wont do much. Your mileage may vary.
- Fixed an issue that could cause the game to crash under certain circumstances when the player entered cutscene mode while their character was able to level up.
- Fixed an issue that was causing the "Greater Shadow Conjuration Web" spell to have a DC of 127. Should also fix the DC for other spells that also appear on a sub-radial menu.
- Fixed problem with shifters losing their merged item properties while in shifted form after a server save occurred, and when switching directly from one form to another using the radial menu.
- Fixed a problem where unpolymorphing could sometimes leave you walking around just fine while you have zero or less hit points.
- Fixed a bug that could cause some visual effects to be displayed on your character forever. Most often reported occurrence of this problem was the green paint effect from the goblin archers in the HotU official campaign.
- Fixed some other issues that could cause effects to not be removed properly from a creature.
- Fixed some issues with the Red Dragon Disciple not getting the proper hit die rolled at level up.
- Fixed problem with characters becoming illegal if they multiclassed to a wizard, but their intelligence was too low to even cast cantrips.
- Devastating Critical now works with bows.
- Fixed a problem with the PaleMaster's Deathless Vigor feat not always giving the correct hit points.
- Fixed a issue with the hit points displayed on the level-up summary screen if you just took the toughness feat during your level-up.
- Fixed the dispel magic text message feedback. It wasn't always displaying the correct spell names.
- Fixed a problem where some quickbar tooltips were not getting cleared properly when the quickslot became empty.
- The familiar selection screen will no longer display the familiar's current hit points at 0 all the time.
- The game no longer displays the "Experience Points Gained:" message when the experience points gained was 0.
- Lootable corpses wont be stripped of items until after the corpse has been looted by a player.
- Fixed a problem with the wrong message being displayed if you tried to load a module that required one of the expansions packs to use and you didn't have the required expansion pack installed.
- Fixed a problem with the experience point penalty not always being calculated properly for multiclass characters that had taken a prestige class.
- Fixed a problem with custom portraits showing up on your party bar as a white box until the player using the portrait entered the same area as you.
- Fixed a problem with Whirlwind Attack data sometimes being incorrectly sent to players in other areas.
- Fixed a problem with the Age/Deity information getting lost when you edited an existing character using the "Customize Character" feature.
- EffectDispelMagicBest() now takes into account the level of the creator of the spell that it is trying to dispel, for determining whether the spell is actually dispelled successfully or not.
- Fixed item properties "Immunity: Damage Type Positive Energy" and "Immunity: Damage Type Negative Energy"
- Fixed issue, where if you lost a level and no longer had the required level for an item that you had equipped, your character would become illegal. The item is now unequipped automatically if you don't have the level required to equip it after losing a level.
- Fixed an issue with non-hostile actions (e.g. rest) getting canceled when someone joins your party. Made some changes so that not all hostile actions (i.e. attacks and spells) get canceled when a someone joins your party. Some hostile actions will still be canceled when someone joins your party (and all attack/spells actions directed against other players) which is the intentional behavior.
- Fixed a problem with the OnStoreClosed scripts not working in saved games.
- Fixed a couple of problems that could make your inventory items disappear when opening your inventory. One was related to having a placeable container open and then bringing up other panels (e.g. your spell book) that caused your inventory panel to close. The second involved possessing/unpossessing a familiar while your inventory was open. Hopefully that's the last of the disappearing inventory problems.
- Fixed a problem where if you saved and reloaded a game while in defensive stance, you could no longer move.
- Fixed a problem with the remaining number of feat uses for some prestige classes not being calculated correctly when loading a saved game.
- The Epic Fire Trap item in the standard item palette now has the correct icon.
- Fixed some saving throw text feedback weirdness with some "On Hit" item properties. Affects Slay Racial Group, Slay Alignment, and Slay Alignment Group item properties.
- Fixed an issue where clicking "Cancel" in the game options menu wouldn't properly restore your orignal "Hide Secondary Story Tiles" setting.
- Fixed some issues with head turning. Creatures will no longer turn their heads to look at cutscene invisible players. After going through an area transition, NPCs will now still turn their heads to look at players.
- Fixed crash caused by calling TriggerProjectileTrap() with SPELL_MELFS_ACID_ARROW specified and oOrigin was a static placeable object.
- Fixed a problem where clients wouldn't play the spell casting sound if the character casting the spell had the Automatic Silent feat, regardless of the level of the spell that was being cast.
- Fixed a problem with the "Automatic Still" feat not working correctly with sub-radial spells (e.g. Shadow Conjuration).
- Fixed a problem with no longer being able to sit in a chair if you had previously destroyed an object while that object was still sitting in the chair.
- Red Dragon Disciple wings will now be properly removed on level down.
- The Cloud of Bewilderment scroll item now has the correct description.
- Added a new ini setting to nwnplayer.ini [Game Options] ClientEntireChatWindowLogging=1 (Defaults to off). Turning this option on will cause all text in the in-game chat window to be logged to the log file (regardless of whether or not you have set certain chat messages to be filtered).
- Fixed a minor gui scroll bar issue.
- Fixed a problem where the new Day/Night music track wouldn't play if you used SetTime() to suddenly change the current time of day from Day to Night or from Night to Day.
- Fixed a problem where "Seamlessly looping" sound effects would not play again after being turned off during a Day/Night transition.
- Fixed some issues related to logging out of a multiplayer game while possessing a familiar.
- Fixed some memory leaks.
- Made some optimizations to the game's resource caching system.
- Made several game stability fixes.


Mea Culpa's Demesne Note; artwork for Avatar courtesy of NWN and CEP Old Elven Saying: "Never say Never if you're gonna live forever!!!" "I didn't do it, it wasn't my fault"
#271056 31/10/04 10:45 PM
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Why dex? I'm carrying heavy armor anyway (and fro dev chrit, is there still no exp for killing with it?).

Übereil


Brain: an apparatus with which we think we think.

Ambrose Bierce
#271057 01/11/04 12:31 AM
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And any tips on who to pick as your henchman?

Übereil

PS where is everybody? It feels like there has been a maximum of five posts today (mine not counted, I probably stood for 75 % of all posts today or something) DS


for warrior-type characters,tomi is a good henchman. but he is only good in the early stages of the game. he will get clobbered late game. for a long-term buddy, i'd pick grimgnaw. he's just friggin' awesome! and a bit creepy as well. perfect for halloween. lol. well, he's a monk so what do you expect? <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> he will walk through most traps and suffer minimal,if at all, damage. reflex save = success. together, you can just bash locked things open. in the later stages of the game, when you face enemy spellcasters, he will laugh off AOE spells. against hard-hitting melee opponents,he will unleash flurry of blows & stunning fist a lot. overall, i think he is the best henchman in nwn, until a certain weapon master came along. <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />

daelan is also a reliable merc. he's got massive hit points. he's a barb after all. he rages & his power attack is well, powerful.

linu is a decent cleric and she sometimes summons creatures to help you out.

whatever you do, don't take boddyknock & sharwyn. just get their quests and leave them. it's better that you solo than take those two. at any rate, you will have to hire them all at one time or another just to get their quests, which gives massive exp pts.


"what we see with our eyes alone isn't necessarily the truth..." - final fantasy tactics
#271058 01/11/04 12:41 AM
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@meaculpa: what's a good PW for party-based characters in NWN? i prefer party games; i don't do PvP at all.

even in diablo II, i have never tried PvP. always or most of the time,i played in parties, sometimes solo 8-player games. that's why i like playing pallies in d2. they help the party a lot.


"what we see with our eyes alone isn't necessarily the truth..." - final fantasy tactics
#271059 01/11/04 07:42 AM
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A couple of queries before i give the tasty chick the last part in chapter one...
1.How do i release the animals in the Zoo?
2.I have 3 torn up letters with cryptic clues, what is that about?
3. Should i hire each henchman first to get all their quests NOW?, or should i just stick with Tomi?
Answers needed pronto, i'll be playing in about an hours time after dropping the sprogs off to skool!! <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />


Drink Up Ye Cider.
#271060 01/11/04 08:57 AM
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A couple of queries before i give the tasty chick the last part in chapter one...
1.How do i release the animals in the Zoo?
2.I have 3 torn up letters with cryptic clues, what is that about?
3. Should i hire each henchman first to get all their quests NOW?, or should i just stick with Tomi?
Answers needed pronto, i'll be playing in about an hours time after dropping the sprogs off to skool!! <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />


(1) you have to lead them one by one to the tree outside.

(2) those are parts of a quest,iirc. but i'm hazy on that so i won't comment any further.

(3) hire everyone, one at a time. listen to their life stories until they refuse to tell anymore, then dismiss them and get back to your favorite henchman, or henchwoman for that matter. it's important to get their quests. you'll get important quest items. you can refer to your journal after on what to do. that journal will be updated each time you get the quest from your merc.

<img src="/ubbthreads/images/graemlins/smile.gif" alt="" />


"what we see with our eyes alone isn't necessarily the truth..." - final fantasy tactics
#271061 01/11/04 09:12 AM
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Lead them to the tree yes....but they are locked up and i can't open the doors, or the one at the end it says its jammed from the other side?? <img src="/ubbthreads/images/graemlins/suspicion.gif" alt="" />


Drink Up Ye Cider.
#271062 01/11/04 10:45 AM
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i think you have to defeat a boss there, afterwards you must shift a lever to open the gates.


"what we see with our eyes alone isn't necessarily the truth..." - final fantasy tactics
#271063 01/11/04 01:04 PM
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A couple of queries before i give the tasty chick the last part in chapter one...

2.I have 3 torn up letters with cryptic clues, what is that about?
3. Should i hire each henchman first to get all their quests NOW?, or should i just stick with Tomi?
Answers needed pronto, i'll be playing in about an hours time after dropping the sprogs off to skool!! <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />

spick


Take the 3 letters to Fenthick.
You might have to dialog him 3 times to get rid of each letter.
I've always taken him the letters as I got them.

Yes, you have to hire each henchman starting in Chapter 1 to even get their quest AND you have to schmooze / initiate the dialog with them to even get those quests. If you don't start their quests in chapter one you've hosed yourself.
You have to do the same in each chapter after that until you finish their individual quests.

Kyra_Ny <img src="/ubbthreads/images/graemlins/delight.gif" alt="" />


#271064 01/11/04 01:09 PM
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@ Mea =>

I know for a fact they fixed the Concentration check for spell casting.
Now the Feat Combat Casting is a more viable option at lower levels.
Because I now get spell failures under defensive casting that I never got before.
I'm still not going to grab that Feat though.
That will no longer be a problem at higher levels. <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />

Kyra_Ny <img src="/ubbthreads/images/graemlins/delight.gif" alt="" />


#271065 01/11/04 01:57 PM
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I think I restart with a raging babe ie Barb/bard/rdd (I suspect I've got this rdd thing on my brain...). And Woble: you need 11 cha in order to cast spells, so the dwarf with 6 cha isn't very good if you plan on going rdd (I owned a pro <img src="/ubbthreads/images/graemlins/evilgrin1.gif" alt="" />). So, now I would like some tips focused on this path. I've got some nice tips allready, but you still havn't answered why I sould have more than 12 dex (possibly 13 IF you get any usefull feats here. What feats do you get with 13 dex?).

Übereil (apreshiate all help btw)


Brain: an apparatus with which we think we think.

Ambrose Bierce
#271066 01/11/04 02:05 PM
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I think I restart with a raging babe ie Barb/bard/rdd (I suspect I've got this rdd thing on my brain...). And Woble: you need 11 cha in order to cast spells, so the dwarf with 6 cha isn't very good if you plan on going rdd (I owned a pro <img src="/ubbthreads/images/graemlins/evilgrin1.gif" alt="" />). So, now I would like some tips focused on this path. I've got some nice tips allready, but you still havn't answered why I sould have more than 12 dex (possibly 13 IF you get any usefull feats here. What feats do you get with 13 dex?).

Übereil (apreshiate all help btw)


Ube,

It looks like Womble is building his RDD to be a Melee type of Character so he doesn't care about casting spells.

Kyra_Ny <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />


#271067 01/11/04 02:08 PM
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But in order to become a RDD you have to be able to cast arcane spells, and you can't cast arcane spells if you don't have 11 cha. THAT'S what I'm talking about. And that was not much help btw.

Übereil


Brain: an apparatus with which we think we think.

Ambrose Bierce
#271068 01/11/04 02:14 PM
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But in order to become a RDD you have to be able to cast arcane spells, and you can't cast arcane spells if you don't have 11 cha. THAT'S what I'm talking about. And that was not much help btw.

Übereil


There are some Bugs in the game that you can take advantage of as in this case.
They might have fixed them in the latest 1.64 patch, but you could take advantage of it in the 1.62 patch.

Also, it might have been a TYPO in the manual.
Because an Arcane Archer was supposed to be able to cast 1st level arcane spells to be one, but you could still become an Arcane Archer anyway even if you couldn’t.

Kyra_Ny <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />


#271069 01/11/04 02:52 PM
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Kyra, no matter how lame it is, you're right. You only need a class that theoretically can cast spells in order to become a RDD.

Übereil


Brain: an apparatus with which we think we think.

Ambrose Bierce
#271070 01/11/04 03:08 PM
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Ube: Sorry to confuse you a bit. Use 14 DEX if you go with the Barb/Bard/RDD as the barb class will only give you medium armour. I would blow spellcasting out of the window because casting arcane spells in any armour is totally time-consuming. You have to set a hotkey to remove armour and even then you can't do this in combat! I DO do this for pre-casting buffs though.

If you DO want spells then go for maybe even 16 DEX, use the Bard levels to get UMD and get some nifty monk robes for defence. Before level 20 you are going to only have 2 Bard levels though so think about that!

I think this speads you very thin though so bugger it, 6 CHA for a dwarf or Half-Orc. As much in STR/CON as possible and WIS+INT at 10. DEX at 14 for a Half-Orc barb. (Med. armour, usual dex bonus=2) or 12 DEX for a dwarf fighter in heavy armour. (dex bonus=1)

I wouldn't bother blowing a feat on heavy armour for the Barb. If you have a spare one then fine. Mine survived well enough without it.
Remember dev. crit. is your goal and it has a few pre-requisite feats.

Kyra: I've always had monsters make a beeline for me! I use the AI mod I mentioned earlier though. Since I play mostly solo it don't matter so much. Also with some of my sorc chars I WANT the enemy to hit me!

Ahhh the wonders of mestil's acid sheath....
<img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />


" Road rage, air rage. Why should I be forced to divide my rage into seperate categories? To me, it's just one big, all-around, everyday rage. I don't have time for distinctions. I'm too busy screaming at people. " -George Carlin
#271071 01/11/04 03:17 PM
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Ahhh the wonders of mestil's acid sheath....
<img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />

Womble


Yeah, but I'm not high enough to get that spell yet...so <img src="/ubbthreads/images/graemlins/tongue.gif" alt="" />

<img src="/ubbthreads/images/graemlins/ROFL.gif" alt="" /> <img src="/ubbthreads/images/graemlins/evilgrin1.gif" alt="" /> <img src="/ubbthreads/images/graemlins/ROFL.gif" alt="" />

Kyra_Ny <img src="/ubbthreads/images/graemlins/delight.gif" alt="" />


#271072 01/11/04 03:19 PM
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My biggest problem for the moment is to decide what to play (what to play, what to play?). I SHOULD be through with dics by now, but instead I havn't even started. It's pretty anoying. And what whepon to go for? That's another concern for me, sinc I feel a little bad about going for greatsword or greataxe.

Übereil (a really determine guy)


Brain: an apparatus with which we think we think.

Ambrose Bierce
#271073 01/11/04 03:45 PM
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Yeah, but I'm not high enough to get that spell yet...so <img src="/ubbthreads/images/graemlins/tongue.gif" alt="" />

<img src="/ubbthreads/images/graemlins/ROFL.gif" alt="" /> <img src="/ubbthreads/images/graemlins/evilgrin1.gif" alt="" /> <img src="/ubbthreads/images/graemlins/ROFL.gif" alt="" />

Kyra_Ny <img src="/ubbthreads/images/graemlins/delight.gif" alt="" />


Actually with a fair amount of DEX, mage armour, shield, cat's grace and ghostly visage you will have an AC very close to a fighter if not better. (Not a buffed cleric though, they're insane!) You also have concealment and damage reduction.

I used to make the mistake of going for 'pure caster' earlier but the game AI just doesn't allow that. All the best damage spells come at or after level 6.

Best just to compensate for it. With 'flame weapon' cast you will do more damage than a fighter anyway. It can be the only damage spell you need for a long time. (Except for the bloody mind devourer which is immune to fire! <img src="/ubbthreads/images/graemlins/memad.gif" alt="" /> )


" Road rage, air rage. Why should I be forced to divide my rage into seperate categories? To me, it's just one big, all-around, everyday rage. I don't have time for distinctions. I'm too busy screaming at people. " -George Carlin
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