Neverwinter Nights: Enhanced Edition development build 8169 is coming your way. Enjoy these patch notes as the build uploads.
Known Issues
- We are working with Intel engineers to track down the crash and performance issues we’re seeing on Intel HD GPUs. Other
- 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.
- Beamdog credits updated
Fixes
- 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.
- 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.
- We fixed stopping/resuming audio playback when a audio device is (re)connected.
- Saving and loading ShadowGuard premium module savegames has been fixed.
- Player name checks are now case-insensitive for purposes of locking names to public keys.
Features
- New dynamic contrast shader version by Søren Møller (Zarathustra217).
- New SSAO shader version by Søren Møller (Zarathustra217).
- 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.)
- The Chat Log and Combat Log UI now remember their size between play sessions (in the .ini); they also remember split mode/combined mode.
- 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.
NWScript Additions
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);