A patch to the Neverwinter Nights 2 game fixes bugs and sometimes add content and capabilities. Patches had been released at irregular intervals since the game's release, with the final patch being version 1.23.1765 as of August 17, 2009. The version number of the game's current patch is displayed in the upper-left corner of the game launcher as well as in the lower-left corner of the game client.
Each patch came with patch notes indicating what had changed. These patch notes are as follows.
Patch 1.23[]
Bug Fixes[]
General[]
- Fixed an issue that was causing the "Character has too many feats" error message to display when attempting to cross-class a level 5 Sorceror with a level of Cleric with the Earth or War domain.
- Players can no longer remove the last living party member from the party.
- Fixed an issue that was causing enemies to remain highlighted if they died while being highlighted.
- Fixed crash on exit to Desktop when hak pak(s) are in use
- Infinite items in stores should no longer lose focus after purchasing.
- Fixed an issue that was causing creatures to show as "Effortless" when Show CR was enabled.
Toolset & Custom Content[]
- The UI Atlas system has been removed so that UI objects that are not 1:1 will no longer appear blurred.
- Hook points should now appear properly in the toolset.
- Compile All Scripts now compiles campaign scripts too
- Hovering over a property sheet value in the toolset will now correctly display any truncated text as a tooltip.
- A more friendly message is displayed when plugins fail to load, telling the user which files are not loading in a single messagebox.
- Fixed an issue with settings that were causing hook points to not display properly.
- Fixed 'out of bounds' issues that were causing toolset crashes.
Scripting[]
- Fixed the ActionCastSpellAtLocation() script so that the nDomainLevel parameter is in the right position.
- SetCollision() has been changed to work with placeables. However it will only turn collision on if the blueprint for the object has collision by default.
- Removed the setmaterialtype limitation, which required you to limit materials to predefined GMATERIAL consts.
- Fixed an issue where compiling all scripts would dump the .ncs files into the mod folder and would ignore the campaign folder.
Multiplayer[]
- Fixed an issue that was causing servers to crash when a polymorphed character would attempt to transition.
- Players possessing their familiars will no longer lock up when transitioned by a DM
- The Missing File error message, when attempting to connect to a server, now reports the file that is missing.
- When examining other players and creatures, CR will no longer be displayed twice.
Spells & Invocations[]
- Warlock Invocations are now properly marked as somantic in the spells.2da file.
- Fixed an issue that was causing you to damage your own party members, on Normal difficulty setting, with AOE spells.
- Casting invisibility will now make the affected character silent, as well as invisible. There will no longer be an opaque appearance on invisible creatures, which should reduce confusion.
- Concentration check for Warlock invocations is now DC10+DamageDealt+SpellLevel.
- Fixed an issue that was causing Vampiric Regeneration to work intermittently.
- Animal Trance has been fixed to allow for certain types of metamagic.
- Hammer of the Gods has been fixed to allow for certain types of metamagic.
- Animalistic Power has been fixed to allow for certain types of metamagic.
- The Blades of Fire spell has been fixed to allow for certain types of metamagic.
- Bladeweave has been fixed to allow for certain types of metamagic.
- Conviction has been fixed to allow for certain types of metamagic.
- Living Undeath has been fixed to allow for certain types of metamagic.
- Nightshield has been fixed to allow for certain types of metamagic.
- Reduce Person has been fixed to allow for certain types of metamagic.
- Reduce Animal has been fixed to allow for certain types of metamagic.
- Greater Reduce Person has been fixed to allow for certain types of metamagic.
- Mass Reduce Person has been fixed to allow for certain types of metamagic.
- Arc of Lightning has been fixed to allow for certain types of metamagic.
- Blood to Water has been fixed to allow for certain types of metamagic.
- Castigate has been fixed to allow for certain types of metamagic.
- Dehydrate has been fixed to allow for certain types of metamagic.
- Healing Sting has been fixed to allow for certain types of metamagic.
- Animal Trance will now make the proper spell resistance check.
- Healing Sting will now make the proper spell resistance check.
- Casting the spell Avasculate will now cause the caster to become visible.
- Casting the spell Bestow Curse will now cause the caster to become visible.
- Casting the spell Death Knell will now cause the caster to become visible.
- Casting the spell Hypothermia will now cause the caster to become visible.
- Casting the spell Moon Bolt will now cause the caster to become visible.
- Casting the spell Swamp Lung will now cause the caster to become visible.
- Casting the spell Deep Slumber will now cause the caster to become visible.
- Casting the Curse of Despair Invocation will now cause the caster to become visible.
- The Bestow Curse spell is now considered supernatural and may no longer be dispelled.
- Blade Barrier will now be properly dispelled.
- The Blades of Fire spell now provides a benefit for two rounds.
- Blood to Water will now properly check for spell resistance.
- The Constitution damage caused by Blood to Water may no longer be dispelled.
- The effects of the Camouflage and Mass Camouflage spells will no longer stack.
- Mass Camouflage will now affect characters within a targeted area.
- Castigate will now properly check for spell resistance.
- Castigate will no longer affect creatures with the same alignment as the caster.
- Gray Orcs will now be affected by the Charm Person spell.
- Gray Orcs will now be affected by the Daze spell.
- Gray Orcs will now be affected by the Dominate Person spell.
- The Dehydrate spell will now properly check for spell resistance.
- The Dehydrate spell will now be negated by a successful Fortitude save.
- The Constitution damage caused by the Dehydrate spell will now stack.
- The Constitution damage caused by the Dehydrate spell may no longer be dispelled.
- The duration of the Deep Slumber spell has been reduced.
- The Devour Magic invocation will now properly grant temporary hit points when an area effect is dispelled.
- The Devour Magic invocation will no longer attempt to dispel temporary hitpoints granted by the use of devour magic.
- Negative levels granted by the Enervation spell may no longer be dispelled.
- The effects of Enlarge Person will no longer stack on a Duergar already affected by Entropic Husk.
- The duration of the Flame Weapon spell has been reduced to one minute per level.
- Fixed the duration of the Foundation of Stone spell to match its description.
- Casting Lesser Visage of the Deity will no longer cause the caster to become visible.
- Casting Greater Visage of the Deity will no longer cause the caster to become visible.
- The gust of wind spell will no longer remove auras.
- The Living Undeath spell will now impart a proper Charisma penalty.
- Mass Blindness will now only effect enemies on hardcore difficulty setting.
- Mass Deafness will now only effect enemies on hardcore difficulty setting.
- Mass Curse of Impending Blades will now only effect enemies on hardcore difficulty setting.
- Mass Reduce Person will no longer affect enemies.
- Mass Reduce Person will no longer be canceled if there are non-humanoids in the area.
- Nightshield will now provide the proper +3 bonus to saving throws for casters 9th level or higher.
- Slay Living will no longer trigger a spell resistance check if the melee attack fails.
- Tasha's Hideous Laughter will now be properly affected by dispel spells.
- The Magic Fang spell has been changed from the Conjuration spell school to the Transmutation spell school.
- The Greater Magic Fang spell has been changed from the Conjuration spell school to the Transmutation spell school.
- The Mind Fog spell has been changed from the Illusion spell school to the Enchantment spell school.
- The Shroud of Flame spell has been changed from the Transmutation spell school to the Evocation spell school.
- The Bless Weapon spell can no longer be maximized.
- The Death Armor spell can no longer be maximized.
- The Elemental Shield spell can no longer be maximized.
- The Flame Weapon spell can no longer be maximized.
- The Heal Animal Companion spell can no longer be maximized.
- The Mage Armor spell can no longer be maximized. The Mass Snake Swiftness spell can no longer be maximized.
- The Poison spell can no longer be maximized.
- The Rejuvination spell can no longer be maximized.
- The Cocoon spell can no longer be maximized.
- The Tortoise Shell spell can no longer be maximized.
- The Creeping Cold spell can no longer be extended or made persistent.
- The Greater Creeping Cold spell can no longer be extended or made persistent.
- The Cause Fear spell can no longer be made persistent.
- The Lesser Dispel spell can now be made silent.
- The Scare spell can now be made silent.
- The Greater Resistance spell can now be cast with Still metamagic.
- The Superior Resistance spell can now be cast with Still metamagic.
- Fixed various issues that prevented the use of certain metamagic feats with the Animal Trance spell.
- Fixed various issues that prevented the use of certain metamagic feats with the Animalistic Power spell.
- Fixed various issues that prevented the use of certain metamagic feats with the Arc of Lightning spell.
- Fixed various issues that prevented the use of certain metamagic feats with the Blades of Fire spell.
- Fixed various issues that prevented the use of certain metamagic feats with the Bladeweave spell.
- Fixed various issues that prevented the use of certain metamagic feats with the Blood to Water spell.
- Fixed various issues that prevented the use of certain metamagic feats with the Castigate spell.
- Fixed various issues that prevented the use of certain metamagic feats with the Conviction spell.
- Fixed various issues that prevented the use of certain metamagic feats with the Dehydrate spell.
- Fixed various issues that prevented the use of certain metamagic feats with the Healing Sting spell.
- Fixed various issues that prevented the use of certain metamagic feats with the Living Undeath spell.
- Fixed various issues that prevented the use of certain metamagic feats with the Nightshield spell.
- Fixed various issues that prevented the use of certain metamagic feats with the Stabilize spell.
- The Blindness spell will no longer have a somatic component.
- The Deafness spell will no longer have a somatic component.
- Changed the range for the Crushing Despair spell from medium to short.
- Fixed an issue with Lesser Planar Binding that was preventing its use on hostile outsiders in SoZ.
- Fixed an issue with Planar Binding that was preventing its use on hostile outsiders in SoZ.
- The Castigate spell will now properly be centered on the caster.
- Fixed an issue that was preventing Mordenkainen's Disjunction from targeting enemies.
Feats[]
- Increased the duration of Divine Might and Divine Vengeance feats for one round, to compensate for inability to attack in same round when those abilities are activated
- Fixed the Divine Vengeance bonus, so it gives extra 2d6 damage against undead, and not some random value between 2-12.
- AI Controlled characters with the Two-Weapon Fighting feat will no longer unequip off-hand weapons.
Racial Abilities[]
- Fixed Cause Fear, Charm Person and Entangle spell-like abilities of Yuan-Ti Purebloods, so that duration and DC are not based on first class taken at character creation. Instead, as per PnP rules, DC is Charisma based and duration depends from total character level.
- Fixed the aura used by Drowned undead, so it does not affect creatures with Iron Body, which gives immunity to drowning.
- Fixed the Howl of Fear ability used by Shadow Mastiffs, so it will no longer affect the casting creature when part of the player's faction on Hardcore difficulty.
- Fixed the Summon Gale ability of Air Genasi, so it will not remove auras from other creatures anymore.
Class Abilities[]
Bard[]
- Fixed an issue that was causing the Chorus of Heroism to not work properly when used by NPC AI.
- Fixed an issue with Legionnaire's March Song so the increased attack bonus is calculated properly.
Cleric[]
- Turn Undead will no longer include previously turned outsiders in the Hit dice calculation for new turning attempts.
- The 'Turning Failed' message will no longer display for a creature that cannot be turned.
Druid[]
- Fixed an issue that was causing the game to crash if a druid, with a sling attached, casts Elemental Shape > Air.
Neverwinter Nine[]
- The duration of the Furious Assault ability has been increased by one round.
- Fixed an issue with Guarding the Lord so that its duration is now properly based on the character's level.
- Fixed an issue that was preventing the concurrent use of a persistent aura from multiple creatues and characters of the same type, in the same area.
- Fixed an issue that was causing icons for persistent aura effects to not display properly.
Paladin[]
- Fixed an issue that was preventing the concurrent use of a persistent aura from multiple creatues and characters of the same type, in the same area.
- Fixed an issue that was causing icons for persistent aura effects to not display properly.
Ranger[]
- Ranger abilities will no longer be disabled when equipping mithral chainmail armor.
Blackguard[]
- Fixed an issue that was preventing the concurrent use of a persistent aura from multiple creatures and characters of the same type, in the same area.
- Fixed an issue that was causing icons for persistent aura effects to not display properly.
Doomguide[]
- Fixed an issue that was preventing the concurrent use of a persistent aura from multiple creatues and characters of the same type, in the same area.
- Fixed an issue that was causing icons for persistent aura effects to not display properly.
Hellfire Warlock[]
- Fixed an issue that was preventing the concurrent use of a persistent aura from multiple creatues and characters of the same type, in the same area.
- Fixed an issue that was causing icons for persistent aura effects to not display properly.
Warlock[]
- Imbue item will now properly substitute for any spell needed in SoZ Crafting.
Warpriest[]
- Fixed an issue that was preventing the concurrent use of a persistent aura from multiple creatures and characters of the same type, in the same area.
- Fixed an issue that was causing icons for persistent aura effects to not display properly.
Items[]
- Improved versions of Alchemist's Fire will now provide the correct damage bonus when applied to weapons.
- Fixed an issue with electrical traps that caused neutral creatures to be affected by the secondary damage.
- Electrical trap damage will now arc to other creatures when the trap is set with the Set Trap skill.
- Fatal sonic traps will no longer damage neutral faction creatures.
- Epic sonic traps will no longer damage neutral faction creatures.
- Fixed an issue that was causing gas traps to apply poison twice to the same target.
- Fixed an issue that was preventing gas traps from damaging enemies when placed with the Set Trap skill.
New Features[]
General[]
- New client command line option: -home. Allows user to specify an alternative location to "My Documents\Neverwinter Nights 2"
- New INI file option "Pause On Lose Focus". A setting of 1 will cause the game to pause when losing focus. A setting of 0 will not pause the game when it loses focus.
Multiplayer[]
- New server ini option: HideChallengeRatingInExamine
- New server ini option: HideEffectListInExamine
- Files located in the C:\Users\<username>\Documents\Neverwinter Nights 2\hak (Vista) and in the C:\Documents and Settings\<username>\My Documents \Neverwinter Nights 2\hak directories will now load prior to character creation.
- Added support for Server to Server transitions through the function ActivatePortal() - Currently the parameter for seamless transition must be set to TRUE
- A new .ini option has been added to allow server admins (hosts) to toggle the auto-heal feature on or off for player login. With the feature turned off, when a player rejoins a server, they will be in the same condition as when they logged off (HP, Spells per day, etc.).
- A new Content Autodownloader system has been added to Neverwinter Nights 2 Multiplayer. It is designed to be used with the dedicated server. Changes have been made to the Dedicated Server, Game Client and Toolset to accommodate this new feature. Two documents, Autodownloader Server Admin Guide.pdf and Autodownloader Toolset User Guide.pdf, can be downloaded separately.
- Server admins now have the ability, as an option, to preempt the use of the override folder on clients
- New server command line option: -home. Allows user to specify an alternative location to "My Documents\Neverwinter Nights 2"
- New server command line option: -cs 0/1 <- turn off/on downloader (defaults to no downloader behavior)
- New server command line option: -du 0/1 <- turn off/on custom UI on the client (defaults to allow custom UI)
- New server command line option: -do 0/1 <- turn off/on override folders on the client (defaults to allow override)
Scripting[]
- Added script function int GetVariableValueInt(object oObject, int nIndex); Get the value of a local int stored at the index provided. 0 if no var is present.
- Added script function string GetVariableValueString(object oObject, int nIndex); Get the value of a local string stored at the index provided, empty string if no var is present there.
- Added script function float GetVariableValueFloat(object oObject, int nIndex); Get the value of a local float stored at the index provided. 0.00 if no var is present there.
- Added script function location GetVariableValueLocation(object oObject, int >nIndex); Get the value of a local location stored at the index provided. Invalid location no var is present there.
- Added script function object GetVariableValueObject(object oObject, int nIndex); Get the value of a local object stored at the index provided. OBJECT_INVALID if no var is present there.
- Added script function int GetVariableCount(object oObject); Get the number of local variables stored on this object.
- Added script function void SetBaseAbilityScore(object oCreature, int nAbilityType, int nScore); EXPERIMENTAL! Note that any changes to skill rank will NOT be lost if the character is de-leveled. IMPORTANT: Most usages of this will cause characters to fail 'enforce legal character' restrictions.
- Added script function void SetBaseSkillRank(object oCreature, int nSkill, int nRank, int bTrackWithLevel = TRUE); EXPERIMENTAL! set bTrackWithLevel = TRUE if you wish for the skill change to be associated with the character's level. In other words, should the character lose the skill change if they lose their current level? IMPORTANT: Most usages of this will cause characters to fail 'enforce legal character' restrictions.
- Added script function void SendChatMessage(object oSender, object oReceiver, int nChannel, string sMessage, int bInvokeCallback = FALSE); This function is used to send a chat message, as if spoken by a PC or by the server. Except for 'CHAT_MODE_SERVER', oSender must be a PC or nothing will occur. oSpeaker - the PC who will speak, OBJECT_INVALID if channel is CHAT_MODE_SERVER. This must be a valid PC object for CHAT_MODE_PARTY to work. oReceiver - if nChannel is CHAT_MODE_TELL or CHAT_MODE_SERVER, then this must be the PC who will be receiving the message. nMode - CHAT_MODE const indicating the type of message to be sent. Only the CHAT_MODE_* values provided are accepted. sMessage - actual message text bInvokeCallback = the module's nChat script will be invoked to filter this message, if this is TRUE. WARNING: use extreme caution if setting bInvokeCallback to TRUE from within the OnChat handler itself -- this could lead to an infinite loop and hang your module!
- Added script function int GetIsLocationValid(location lLocation); Returns TRUE if the location is a valid, walkable location.
- Added script function int GetSurfaceMaterialsAtLocation(location lLocation); Returns a bitmask composed of 0 or more SM_* values.
- Added script function int GetSpellKnown(object oCreature, int nSpell); EXPERIMENTAL! Returns if the spell is known to this creature under any class or level.
- Added script function int GetItemBaseMaterialType(object oItem); returns the GMATERIAL_* const to get the base material type of the item specified. At this time, only the pre-defineid base material types work.
- Added script function void SetItemBaseMaterialType(object oItem, int nMaterialType); EXPERIMENTAL! Set the base material type of oItem to nmaterialType, which must be a valid GMATERIAL_* const value. Added instant feat support. New column "Instant" in feats.2da
- GetClassLevelByPosition and related script functions will now recognize custom classes. (This also applies for anything internally that performs calculations based on class level and in particular, should correct custom classes not being used in spell caster level calculations).
- New script function: void SetGlobalGUIVariable(object oPlayer, int nVarIndex, string sVarValue); Sets global GUI variable, available to all UI screens as global:x. globals can be used in most places that locals can be used. This can also be used to work with the new UI callback UIRadialNode_OnInit_TestGlobalVar, which allows you to display/hide radial nodes based on global variable values. This value is available to all screens. oPlayer - player whose GUI will have the variable. nVarIndex - variable index, from 100 - 400 (values outside of this range will be ignored). sVarValue - the value to set.
- Added support for reading texture and terrain 2da files from hak packs.
- Added script function int FindSubString(string sString, string sSubString, int nStart = 0); // modified to add nStart
- Added script function void SetSpellKnown(object oCreature, int nClassPosition, int nSpell, int bKnown = TRUE, int bTrackWithLevel = TRUE)
- Added script function object GetLimboCreatureCount(object oCreature);
- Added script function object GetCreatureInLimbo(int nTh);
- Added script function void SendCreatureToLimbo(object oCreature);
- Added script function void SetSkillPointsRemaining(object oPC, int nPoints);
- Added script function int GetSkillPointsRemaining(object oPC);
- Added script function int GetSpellSchool(object oPC, int nClassSeq);
- Added script function void SetGender(object oCreature, int nGender);
- Added script function void SetTag(object oObject, string sNewTag);
- Added script function int GetArmorRulesType(object oItem);
- Added script function void SetArmorRulesType(object oItem, int nType);
- Added script function void SetItemIcon(object oItem, int nIcon);
- Added script function object GetObjectByTagAndType(string sTag, int nObjectType, int nTh);
- The following new script functions work together as a group:
- void AddScriptParameterInt(int nParam);
- void AddScriptParameterString(string sParam);
- void AddScriptParameterFloat(float fParam);
- void AddScriptParameterObject(object oParam);
- int ExecuteScriptEnhanced(string sScript, object oTarget);
- int ClearScriptParams();
Toolset & Custom Content[]
- A new Content Autodownloader system has been added to Neverwinter Nights 2 Multiplayer. It is designed to be used with the dedicated server. Changes have been made to the Dedicated Server, Game Client and Toolset to accommodate this new feature. Two documents, Autodownloader Server Admin Guide.pdf and Autodownloader Toolset User Guide.pdf, can be downloaded separately.
- Files located in the C:\Users\<username>\Documents\Neverwinter Nights 2\hak (Vista) or in the C:\Documents and Settings\<username>\My Documents \Neverwinter Nights 2\hak (WinXP) directories will now load prior to character creation.
User Interface[]
- UIObject_Misc_ExecuteServerScript no longer truncates data that contains apostrophes
- There is now a Close option on transition doors for players. (Used to be that if a door was a transition, they could only use it - not close it.)
- New UI callback: UIRadialNode_OnInit_TestGlobalVar(global-index,test-type,rvalue, action)
- This UI callback allows modders to control when menu nodes are hidden or displayed, based on the results of comparing a global UI variable against a specified value. All tests are performed as int values if both values are valid ints; otherwise they're perform as case-insensitive string comparisons.
- Parameters are as follows
- global-index: global var index in format of global:x
- test-type: test to perform (all tests are done as as int if both values are int, else as case-insensitive strings)
- EQ = two values are equal
- NEQ = two values are not equal
- LT = global value is less than the comparision value
- LTE = global value is less than or equal to the comparison value
- GT = global value is greater than the comparison value
- GTE = global value is greater than or equal to the comparison value
- rvalue: a constant value that you are comparing the global variable to.
- action: SHOW or HIDE.
- The menu node will be displayed or hidden based on the value given:
- if the expression evaluates true and the action is SHOW, then the node will be shown
- if the expression evaluates false and the action is SHOW, then the node will be hidden
- if the expression evaluates true and the action is HIDE, then the node will be hidden
- if the expression evaluates false and the action is HIDE, then the node will be shown
- The menu node will be displayed or hidden based on the value given:
2DA File Changes[]
Neverwinter Nights 2[]
- Added Henchspells.2da
- Spells.2da - Various spell changes
- Feat.2da - added an "Instant" column.
Neverwinter Nights 2: Mask of the Betrayer[]
- Added Henchspells.2da
- Spells.2da - Various spell changes
- Feat.2da - added an "Instant" column.
Neverwinter Nights 2: Storm of Zehir[]
- Spells.2da - Various spell changes
- Feat.2da - added an "Instant" column.
Patch v1.22[]
Bug Fixes[]
General[]
- Spell focus feats are no longer available for Warlocks during character creation or level-up
- The class description of Stormlord has been changed to reflect the skills available.
- Weapon switching has been enabled for enemies, but not party members.
- Fixed an issue that allowed players to get the dinosaur companion for free.
- The item "Stone of Alarm" will now work as intended.
- Yuan-ti Purebloods now gain Alertness and Blind-Fight instead of Snakeblood, per PnP rules. Race description has been altered accordingly.
- The Flurry of Blows feat description has been altered to more accurately reflect which weapons can be used to gain the benefit of this feat.
- The Default Swashbuckler package will no longer choose Luck of Heroes at level 1.
- Familiars will always follow their masters, unless told to stand their ground.
- Fixed an issue that caused the 2d/3d bias option setting to not save.
- "Alchemist's Fire" will now add a damage bonus when applied to a weapon.
- The Eldritch Lore feat description has been revised to reflect that its use is automatic, not selected.
Toolset & Custom Content[]
- Fixed an issue that was causing conversations to abort when no speaker is designated (the PC was designated as the speaker by default).
- A single TLK file is now required for custom content and module building. It must have a TLK extension to be seen by the toolset and the game.
- Two new module properties are available to designate a module as needing NX1 (Mast of the Betrayer), or NX2 (Storm of Zehir).
Scripting[]
- DespawnRosterMember() will no longer cause a crash when used.
Multiplayer[]
- Action queues will no longer be cleared when a player toggles hostile/friendly in the player list. (In process).
Spells[]
- Animate Dead now randomly summons a 5 HD skeleton or zombie warrior.
- Create Undead now randomly summons an 11 HD mummy, wraith, or ghast.
- Create Greater Undead now randomly summons a 15 HD vampire fighter or warlock, but only for 1 round/level to prevent it from being too powerful.
- The druid elemental wildshape form will now properly categorize the druid as an elemental.
- The Polymorph spell's gargoyle form will now properly categorize the caster as a monstrous humanoid.
- The Shapechange spell's nightwalker form will now properly categorize the caster as undead.
- Aura of Glory will no longer apply Charisma bonus to party members
- Cacophonic Burst: damage applied to first target won't be used when calculating damage to other targets (will roll damage separately for each target).
- Cacophonic Burst: will be properly maximized if having caster level below 15 (will not do full 90 points of damage anymore)
- Made adjustments to the number of enemies that Chain Lighting will affect.
- Made adjustments to the number of enemies that Wail of the Banshee will affect.
- Fixed Cloud of Bewilderment, so the Empower and Maximize metamagic abilities properly increase duration of effects on the target.
- The constitution damage of the Cloudkill spell now stacks properly and can no longer be dispelled.
- Color Spray: Blindness will no longer affect creatures immune to mind affecting spells.
- Color Spray: Will no longer trigger a spell resistance check on caster in some situations.
- Fixed Curse of Impending Blades (including Mass version), so it will check for spell resistance properly.
- Fixed Delayed Blast Fireball, so only enemies can trigger explosion.
- Fixed Doom, so saving throw isn't rolled if spell is blocked by spell resistance or immunity.
- Fixed Extract Water Elemental, so only non-living creatures are immune to it (Constructs and Undead), and not everyone who has immunity to Death magic (just like Horrid Wilting).
- Fire Storm is now capped properly at 20d6 damage.
- Fixed Flame Weapon, so it doesn't cancel out spells or abilities that add non-fire elemental damage to the weapons.
- Glyph of Warding spell will now check for spell resistance.
- Glyph of Warding spell will now allow a Reflex save for half damage.
- Glyph of Warding spell will now be properly affected by Empower or Maximize metamagic abilities.
- Glyph of Warding spell will no longer affect creatures outside its area of effect (vfx_persistent.2da change).
- Fixed Haste (including Warpriest version), so it can affect proper number of allies (enemies won't be counted anymore).
- The Jagged Tooth spell will now work when used on magical beasts or dragons (Dragon Companion and Druid epic wildshape forms included). (Work in progress - does not affect dragon companions).
- The Magic Fang spell will now work when used on magical beasts or dragons (Dragon Companion and Druid epic wildshape forms included).
- The Greater Magic Fang spell, will now work when used on magical beasts or dragons (Dragon Companion and Druid epic wildshape forms included).
- Critical hits from the Meteor Swarm spell will now double fire damage, not just blunt damage.
- Creatures immune to critical hits will no longer receive doubled damage on critical hits from a Meteor Swarm spell.
- Mind Fog will now properly check for spell resistance.
- Remove Fear now properly removes shaken effects caused by fear auras.
- Fixed Shades (Self), so that depleting damage reduction won't end its other effects.
- Critical hits caused by the Shocking Grasp spell will now be calculated properly.
- The Solipsism spell will now bypass paralysis immunity.
- The Solipsism spell will no longer be removed by spells that cancel paralysis.
- The Solipsism spell will be removed by Greater Restoration or the Mind Blank line of spells.
- The visual effects of the Solipsism spell have been changed.
- Stone Body, will no longer add electricity immunity, if same is already applied by the Stormlord class(prevents a bug with getting no immunity at all).
- The Storm of Vengeance spell will now calculate damage for each affected creature.
- The stun effect of the Storm of Vengeance spell is now removed properly if a target successfully saves.
- The effects of the Swamp Lung spell will no longer stack.
Creature Abilities[]
- Fixed the Angel Protective Aura used by Planetars and Solars, so it affects all his allies. Also, it will give proper +4 bonus to saves and AC.
- Fixed Blindness/Deafness spell-like ability of Deep Gnome, so it has consistent save DC (always Cha based, with +4 racial modifier).
- Fixed Dragon Breath for all Dragons (including companions), so that damage is rolled for each target, instead applying the same value to all targets.
- Fixed Dragon Breath for Black Dragons, so it won't affect targets outside the "line of effect".
- The visual effect for the dragon companion's breath weapon will now display properly.
- The dragon companion's breath weapon will now have a proper save DC.
- The dragon companion's breath weapon damage output has been adjusted.
- The damage caused by the fire genasi's Reach to the Blaze ability has been adjusted.
Class Abilities[]
- Fixed Dragon Breath ability of Red Dragon Disciples, so that damage is rolled for each target, instead applying same value to all targets.
- Fixed Favored Soul and Warpriest Haste ability, so it affects multiple targets correctly if targeted on caster himself.
- Fixed the Warpriest Implacable Foe ability, so it will not trigger attacks from companions if allied NPCs get affected by it.
Campaign Fixes[]
Neverwinter Nights 2 Campaign Fixes[]
- Fixed an issue that was causing a crash when exiting the Sunken Flagon.
- Fixed various conversation issues in the Skymirror area.
Storm of Zehir Campaign Fixes[]
- Reduced the spawn rate and maximum number of encounters on the overland map.
- The NPC Redfeyer will no longer simply sing in combat.
- The difficulty of the Priory of the Depths puzzle has been adjusted.
- Losing the deed to Parrum's Rock will no longer block quests.
- Resolved an issue where the Team Rush feat would cause the game to crash on module transition.
- Fixed an issue that caused Adreum to repeat his conversation.
- Fixed various text and misspelling issues in conversations and quests.
- Fixed a sequence issue with the "Wrath of Umberlee" quest.
- Fixed an issue that was causing the quantity of trade bars being carried to be misreported.
- Fixed an issue that was causing the players' demise to be reported prematurely.
- Fixed various issues with the Priory of the Depths puzzle.
- Septimund has been made unkillable in Port Llast.
- Fixed an issue that caused the undead to remain in Port Llast after you raise the army of the dead.
- Fixed an issue that was causing certain conversations to be presented as cutscenes.
- Players can now access rare resources stored in the warehouses.
- Septimund should now have the proper level.
- Fixed an issue with unlimited loot in some areas.
- Fixed an issue that allowed the scrying orb to give unlimited XP.
- Creature parts are no longer forced into the bounty bag and must be manually placed. This only applies to any new creature parts the player picks up. Existing parts in inventory still suffer under the old blueprints.
- Fixed issues related to customizing a character's package in the party editor.
- Fixed a sequence issue with the "Price of a Song" quest. The quest will now update properly.
- Chir's familiar will no longer be nameless.
- The NPC Soraevora has been improved.
- "Shipwreck Survivor" epithet feat is now granted to all player-made characters.
SoZ Crafting[]
- Sound effects have been added to crafting
Patch v1.21[]
Bug Fixes[]
General[]
- Item costs in the game should match the costs in the toolset.
- Party members that have wands with 0 charges will now attack and use spells normally.
- When dropping an item, characters will now use the appropriate "drop" animation.
- Fixed an issue with opening two bags at once. You will now only be able to open one bag.
- The tool tip for the Player Chat menu item will now say Player Chat.
- Fixed an issue that caused freecam (console command) to not work properly.
- Made several corrections to the Doomgude class description.
- Snake's Swiftness, Mass will now affect the entire party.
- Hellfire Shield should now play an appropriate sound effect when activated.
- Hellfire Blast should now play an appropriate sound when activated.
- The description of Hellfire Shield has been changed to appropriately reflect it is an Area of Effect shield.
- Weapon Focus: Warmace will now be available to all qualified characters.
- The ability score descriptions in character creation have been changed to be more informative and reflect changes to the game.
- Fixed an issue that was causing certain AI behavior feedback to be displayed, even after being deactivated.
- When the game is paused, a much more noticeable message is displayed.
- Aura of protection will no longer provide "No Stacking" feedback.
Toolset[]
- Item costs in the toolset should match the costs in game.
- Changing checkboxes with multiple objects selected will no longer cause the toolset to crash.
- Changing dropdown lists with multiple objects selected will no longer cause the toolset to crash.
- Fixed an issue where resizing a creature may not have resized the collision spheres.
- Fixed an issue where the creature cache was not working properly.
- Dropdowns generated from 2DAs will no longer start with the wrong row selected.
- Redesigned the fields associated with setting Tints to no longer be collapsed controls.
- Fixed an issue that caused light and sound spheres to not render at their proper size.
- Fixed an issue that caused ceiling tint changes to not show up in the toolset.
New Features[]
General[]
- Playable races now have a proper stealth animation.
- Added in the AI functionality from TonyK's AI.
- In a peer-to-peer multiplayer session, the hosting player may now unpause the game unconditionally.
Toolset[]
- Added properties associated with the overland map, including camera positioning and the flag to mark the area as an overland map.
- Added camera positioning functionality settings in the area properties to support overland maps created by the community.
- Added a flag in the area properties to set an area to be an overland map.
- Added Campaign flags for Unrestricting NPC level ups (Lets them chose any class at level up)
- Added Campaign flags for Conversation Distance limit override.
- Added Campaign flags to turn off party-control character swapping for dialogs on a global level.
- Added Campaign flags to enable Party Creation and setting what the size of the party should be.
- Added Campaign flags to toggle the new death system.
Scripting[]
- PlaySound() now takes an optional parameter: bPlayAs2D. This parameter will default to FALSE. Setting this parameter to TRUE will force the engine to play the sound you specified as a 2D sound rather than 3D Positional audio, regardless of what the engine would normally do before.
- BeginConversation() now has a parameter that allows you to block the character's 'Greeting' VO from playing.
- Added a script function SetScrollBarValue()
- Added a script function SetPause()
- Added a script function GetPause()
Campaign Fixes[]
Storm of Zehir Campaign Fixes[]
- Fixed issues caused by escaping out of the conversation with Dall Nickleplate.
- Jan will now return to West Harbor after completing the quest "Whispers in the March."
- Characters will now scale appropriately when entering the overland maps.
- The quest "Under New Management" has been changed to require both of Port Llast's trade routes restored. This is stated in the new quest steps.
- Options to leave the Dusty Gnome Tavern have been added to Leilon's conversation.
- Transitioning to an overland map will force the player out of stealth mode.
- The amount of treasure has been reduced in the barrow.
- When attempting to rest on the overland map, with enemies nearby, a message is now sent to whichever character is currently being controlled on the Overland Map. Previously, only the first PC on the list could ever see the feedback.
- The chat log will now report "A nearby enemy interrupted your rest" if you cannot rest because there is an enemy near.
- When transitioning to the overland map from an encounter, players will now receive a warning indicating that characters in the "dying" state will die if they complete the transition.
- Improved the spawn behavior for the goodie system.
- Improved the selection of goods in Jacoby's store.
- Improved the selection of goods in the Nimbre Merchant's store.
- The quest "Seeking the Truth" will now update appropriately.
- On the overland map "Good things will no longer come to those who wait."
- Fixed an issue that was causing Haeromos Dothwintyl to have two hair styles at the same time.
- Made some adjustments to encounter factions on the overland maps.
- Removed a "phantom secret door" from "the cabin."
- Adjusted the difficulty of many encounters.
- The price to establish a caravan has been clarified so that it requires gold, not trade bars.
- Removed redundant options from the temple conversations.
- Escaping out of the conversation with Aruna will no longer make her hostile.
- The description of Fey Power has been changed. The feat can be taken at level 1, not level 6.
- The trade window will now display a message when you do not have any goods or resources.
- Manycoins Eramus now heals the entire party, not just the party leader.
- Increased skill check DCs in various conversations.
SoZ Crafting[]
- The Adamantine Warhammer recipe will now cost the appropriate amount.
- Amulet of Health +6 recipe will create the appropriate item.
- The text for the Boots of Speed item recipe have been changed to match the actual requirements.
- The recipe for the Cloak of fortification +3 item will now use the proper ingredients and create the proper item.
- Armor Enhancement Recipes will provide the correct AC bonus.
- The Gauntlets of Ogre Power recipe will now yield the correct item.
- Made a correction to the description of the Headband of Intellect +2 recipe.
- Made a correction to the description of the Headband of Intellect +6 recipe.
- The cost of creating a Mithral Breastplate is now 2100 GP, instead of 5100GP.
- New enchantments will override old enchantments of the same type.
Patch v1.13[]
Bug Fixes[]
General[]
- The toolset and game now load hak files in the same order.
- Skills such as Search will no longer broadcast multiple messages to the chat window while in use. A single message will be displayed when turning the skill on or off.
Multiplayer[]
- The chat channel will no longer revert to Local when a player transitions to a new area or module.
DM Client[]
- Fixed an issue where DMs would not receive messages on the DM channel if they were filtering out the shout channel.
- The console command dm_setfaction will no longer cause crashes.
Toolset[]
- The toolset and game now load hak files in the same order.
- Fixed an issue where you could not tint multi-selected tiles.
- Light spheres shall now display properly.
- Sound spheres shall now display properly.
- The creature cache in Area Properties shall now work as intended.
Scripting[]
- The GetNextItemInInventory() script function should now work properly with stores.
Custom Content[]
- The Skills.2da file will now accept up to 100 rows of data.
New Features[]
Multiplayer[]
- The chat system now has a /r command for replying to the last private message a player receives. After receiving a private message, the player can enter "/r" into the chat system which will automatically address a private message to the person that sent the previous private message.
- The ability to send a private message by right clicking on a character's portrait in the party bar has been added to the DM and player client.
Toolset[]
- The ItemPropertyActivationPreference property for items is now accessible through scripting.
DM Client[]
- DMs can now jump to object when right clicking on a portrait in the party bar.
- DMs can now jump a player to the DM's location when right clicking on a portrait in the party bar.
- DMs can now examine the character sheet of a player in the same area when right clicking on a portrait in the party bar.
- DMs can now shift the alignment of a player in the same area when right clicking on a portrait in the party bar.
- DMs can now toggle the invulnerability of a player in the same area when right clicking on a portrait in the party bar.
- DMs can now force players to rest when right clicking on a portrait in the party bar.
- DMs can now Give/Take gold to/from players when right clicking on a portrait in the party bar.
- DMs can now Give/Take XP to/from players when right clicking on a portrait in the party bar.
- DMs can now Give/Take levels to/from players when right clicking on a portrait in the party bar.
- Character names will now display when you mouse over a character's portrait in the party bar.
- The ability to send a private message by right clicking on a character's portrait in the party bar has been added to the DM and player client.
Scripting[]
- A SetCollision(object oTarget, int bCollision) function has been made available. This will allow builders and DMs to turn the collision of a creature or placeable object on or off dynamically. This function is only useful on creatures/players/placeables that already have collision and will set collision to NONE if called on an object that never had collision in the first place.
- A GetCollision(object oTarget) function has been added. This function will return the collision Boolean for an object.
- The ItemPropertyActivationPreference property for items is now accessible through scripting.
- A GetBicFileName function has been made available. This function will return the file name of a .bic file in a server vault.
- New List Box functionality has been added to the game. This includes the following script commands:
- ClearListBox
- AddListBoxRow
- RemoveListBoxRow
- ModifyListBoxRow
- A SetScrollBarRanges(object oPlayer, string sScreenName, string sScrollBarName, int nMinSize, int nMaxSize, int nMinValue, int nMaxValue) function has been added to the game. This function will allow you to set custom values to a scrollbar.
- A SetFactionLeader(object oNewLeader) function has been added to the game. This allows you to set a companion to be the speaker in a conversation.
- A GetFirstSubArea(object oArea, vector vPosition) function has been added to the game. This function lets you iterate over the ‘subareas’ at a given position in an area. A subarea would be a trigger, an encounter, or a AoEEffect.
- A GetNextSubArea(object oArea) function has been added to the game.
- A GetMovementRateFactor(object oCreature) function has been added to the game.
- A SetMovementRateFactor(object oCreature, float fFactor) function has been added to the game. This function sets the creature's movement factor to that value. This movement factor is also modified by effects, encumberance, etc
Patch v1.12[]
Bug Fixes[]
General[]
- Experience gains of zero will no longer show up in the chat log.
- Natural AC is now being properly applied to creatures.
- Use Magic Device checks, when casting from scrolls, will no longer override caster classes.
- Players will no longer see the fountain of question marks effect in the case of a missing visual effect.
- Fixed an issue where companions were replaced by familiars/animal companions during transitions.
- Fixed an issue where losing points in Use Magic Device can cause items to be unequipped and replace other items in inventory, causing the replaced items to be destroyed.
Custom Content[]
- Armorrulestats.2DA is now able to be recognized in-game when read from a hak pack.
- Deities.2da is now able to be recognized in-game when read from a hak pack.
Scripting[]
- Strings that contain a pure number will no longer be converted to an empty string when passed into a script expecting a string parameter. This bug would manifest itself such that if a call to UIObject_Misc_ExecuteScript passed along a string that looked like "9", and the script on the server side was expecting a string, the script would get an empty string instead of the "9" as expected.
Toolset[]
- The cost to identify items in-game will now match what is set in the toolset.
Multiplayer[]
- · Attempting to split an item stack that is no longer in the character's inventory will no longer crash the game.
- On servers with Enforce Legal Characters turned on, characters that have swapped spells will no longer be considered invalid.
- The Player List on the Neverwinter Eye menu is now accessible via the P key and can be remapped to other keys.
- Bigby's Grasping Hand and Bigby's Crushing Hand spells will no longer crash the dedicated server.
- Transition Crashes: A new 'Shortcut Transitions=1' optional INI setting has been added. The INI entry should go in nwn2player.ini under [Server Options]. If added and set to true, a portion of the transition code will be bypassed. This will help with some of the timeouts people have run into, but will not resolve all issues. Further refinement of feedback will be gathered via the following Multiplayer fix (below).
- Transition Crashes: Log files are being expanded to include additional information to help in narrowing down the issues related to multiplayer transition crashes. The log file, located in the root of the game install directory (with the name nwn2main - no extension) will regenerate each time the game crashes.
- Players will no longer see the low-light/darkvision aura effect around the DM.
Classes & Prestige Classes[]
Arcane Archer[]
- Enchant Arrow ability will no longer add magical damage bonus to the arrows when using other Arcane Archer special abilities (should be physical). Also, in those cases, that bonus will properly be multiplied for critical hits.
- Fixed an issue where the bonus from Greater or Epic Weapon Specialization wouldn't be added to Arcane Archer arrow damage when using his special abilities. A Character's Strength bonus will no longer be added to such attacks if the character does is not using a bow with Mighty properties. Critical hits from such attacks will no longer do additional damage against creatures immune to critical hits.
- Added shooting animation for Arcane Archer's use of Death Arrow
- Attack animation will now play when Arcane Archer misses the target, when using the Imbue Arrow ability.
Arcane Scholar of Candlekeep[]
- The Arcane Scholar of Candlekeep will be able to choose Epic Spells from the following list: Entropic Husk, Vampiric Feast, Epic Gate, Hellball and Mass Fowl.
Arcane Trickster[]
- The Arcane Trickster will be able to choose Epic Spells from the following list: Entropic Husk, Vampiric Feast, Epic Gate, Hellball and Mass Fowl.
Barbarian[]
- Resting during barbarian rage will no longer generate fatigue penalties afterwards.
Bard[]
- Songs and inspirations used by Bards will no longer affect deafened creatures. Also, deaf Bards will not be prohibited from using their own songs and inspirations.
- Fixed Song and Hymn of Requiem, so they will be properly extended by the Lingering Song feat.
- Hymn healing will no longer be applied to invalid song targets
- The Bard will be able to choose Epic Spells from the following list: Epic Gate and Mass Fowl.
Blackguard[]
- Fixed Inflict Serious and Inflict Critical Wounds abilities for Blackguard, so they add Blackguard level as bonus damage (to replace caster level they do not have)
Eldritch Knight[]
- The Eldritch Knight will be able to choose Epic Spells from the following list: Entropic Husk, Vampiric Feast, Epic Gate, Hellball and Mass Fowl.
Harper Agent[]
- The Harper Agent will be able to choose Epic Spells from the following list: Damnation, Vampiric Feast, Epic Gate and Mass Fowl.
Pale Master[]
- The Pale Master will be able to choose Epic Spells from the following list: Entropic Husk, Vampiric Feast, Epic Gate, Hellball and Mass Fowl.
Red Wizard of Thay[]
- The Red Wizard of Thay will be able to choose Epic Spells from the following list: Entropic Husk, Vampiric Feast, Epic Gate, Hellball and Mass Fowl.
Sacred Fist[]
- The Sacred Fist will be able to choose Epic Spells from the following list: Damnation, Vampiric Feast and Epic Gate.
Stormlord[]
- The Stormlord will be able to choose Epic Spells from the following list: Entropic Husk, Vampiric Feast, Epic Gate, Hellball and Mass Fowl.
- The Storm Avatar Spell will now work on weapons with electrical damage bonus.
Warlock[]
- Warlocks are now able to take Create Wondrous Item and Create Magical Arms and Armor feats at the appropriate levels.
- Fiendish Resilience will now regenerate the appropriate amount of health per round, instead per second.
Warpriest[]
- The Warpriest will be able to choose Epic Spells from the following list: Damnation, Vampiric Feast and Epic Gate.
Spells[]
- Burning Hands will no longer check the caster for spell resistance in some situations.
- Color Spray will no longer check the caster for spell resistance in some situations.
- Cone of Cold will no longer check the caster for spell resistance in some situations.
- Mestil's Acid Breath will no longer check the caster for spell resistance in some situations.
- Prismatic Spray will no longer check the caster for spell resistance in some situations.
- Creeping Cold: damage will no longer depend on other spells cast in following rounds.
- Greater Creeping Cold: damage will no longer depend on other spells cast in following rounds.
- Enervation will no longer roll two touch attacks and, if maximized, it will no longer double the number of levels lost, except on critical hits. Corrected the missing visual effect.
- Ghoul Touch spell: the fumes emitted by a paralyzed target will reduce the attack bonus properly (not just damage, saves and skills) and will no longer affect the caster on hardcore difficulty.
- Ghoul Touch fog effect will no longer affect targets immune to poison.
- Ghoul Touch fog effect will now dissipate if target is freed from paralysis.
- Glass Doppelganger spell: damage reduction of the copy is 15/bludgeoning and the copy will no longer copy the gold and items from the original/target character.
- Shadow Simulacrum will not make a copy of target's gold and items.
- Grease spell: movement reduction effect always gets applied (no save).
- Greater Heroism will no longer stack with Heroism when cast on other characters.
- Heal and Harm spells will now require touch attack on hostile targets.
- Heal Animal Companion spell will no longer be able to heal creatures and characters that are not considered animal companions.
- Fixed a bug with Ice Storm in which some targets would not take damage if another creature was killed during the spell's duration.
- Infestation of Maggots will no longer affect creatures immune to diseas. Also, if using Hardcore rules, it will only kill creatures that have their Constitution reduced to zero, not three (3).
- Inflict Wounds spells will now roll proper attacks when targeting friendly undead.
- Invisibility Sphere will now end properly if invisibility is canceled on the caster.
- Isaac's Missile Storm spells will no longer lose missiles if cast on an area with both friends and enemies.
- Mass Aid spell will no longer check for the Spell Resistance of the target.
- Depleting temporary hit points granted by Mass Aid will no longer remove other effects, nor will it stack with itself or the Aid spell.
- Mass Charm Monster will no longer affect the caster or friendly targets on hardcore difficulty. Mass Charm Monster will now charm the proper number of monsters. Other creatures will no longer be dazed if the player character is affected.
- Mass Curse of Impending Blades spell now has the proper 20ft radius (will not affect creatures outside target marker).
- Mass Death Ward will no longer check the spell resistance of targets.
- Mass Lesser Vigor will now have the proper area of effect to match its targeting marker.
- Melf's Acid Arrow
- Continuous damage will have correct duration (not 1 round less).
- If it misses the target, it will not cancel Acid Arrow currently in the effect.
- If it hits the target, it will not prolong Acid Arrow currently in the effect to last as long as new effect (fixed to not stack).
- Mind Fog will no longer affect targets immune to mind affecting spells.
- Mirror Image can now be properly dispelled and will now work properly when maximized.
- Moon Bolt can now be properly Extended, Empowered or Maximized.
- Nature's Avatarcan no longer be used on polymorphed/wildshaped creatures.
- Phantasmal Killer will no longer affect creatures immune to Fear.
- Polar Ray will now double damage on a critical hit.
- Vampiric Touch will now double damage on a critical hit.
- Recitation will no longer stack with itself.
- Scare will now affect multiple targets correctly, and that fear on them can be properly dispelled.
- Scorching Ray will now affect the proper number of hostile creatures in an area. The visual effect on Scorching Ray will now display properly.
- Fixed the Shadow Conjuration version of Web spell, so that movement decrease gets properly removed after exiting the affected area.
- Shadow Simulacrum will now copy creatures up to twice the caster level, not half the caster level.
- Fixed Shout, Greater Shout and Mass Drown, so they will no longer ignore some creatures in the targeting area.
- Shroud of Flame spell:
- Will no longer stack with itself.
- damage will no longer depend on other spells cast in following rounds.
- Silence spell will now only check for spell resistance when targeted directly on hostile creature. Also, targets immune to silence effects will get sonic immunity properly removed when exiting the area of effect.
- Storm Avatar will now work on weapons with electrical damage bonus.
- Fixed the Sunbeam and Sunburst spells so that a single Reflex save protects against both damage and blindness (and Vampire death, in case of Sunburst), instead of rolling several separate saves.
- Tasha's Hideous Laughter will no longer affect targets protected by Protection from Good/Evil, if it should apply.
- Weird will no longer affect targets protected by Protection from Good/Evil, if it should apply.
- Undeath to Death will now have the proper 30ft radius (won't affect undead outside target marker).
- Vampiric Touch will now have the proper effects when Maximized (drains 6HP per die, instead of 8 ).
- Vitriolic Sphere will no longer depend on other spells cast in later rounds for damage calculation, and will no longer ignore some creatures in the area of effect.
- Wail of the Banshee will now require the proper number of saving throws and the death effect will be applied more quickly.
- Wall of Fire damage will now be capped properly at 2d6+20 (and not at just 20).
- Wall of Greater Dispel Magic is now properly capped at caster level 15, not 10.
- Bless can now target the ground, and not just creatures directly.
- Dismissal can now target the ground not just creatures directly.
- Scare can now target the ground not just creatures directly.
- Song of Discord can now target the ground not just creatures directly.
- Undeath to Death can now target the ground not just creatures directly.
- Lesser Planar Binding can now target hostile outsiders.
- Planar Binding can now target hostile outsiders.
- Mass Aid can now be Extended with metamagic.
- Mass Death Ward can now be Extended with metamagic.
- Fixed the visual effects for Blade Barrier, so that swords don't disappear right after spell is cast.
- Fixed the visual effects for Evard's Black Tentacles, so that tentacles stay for full spell duration.
Warlock Invocations[]
- Eldritch Blast will no longer deal double damage to creatures immune to critical hits.
- Eldritch Chain:
- It will not arc to secondary targets when primary one was missed.
- Will now perform the proper number of attack rolls on secondary targets.
- Secondary targets will get doubled damage on critical when appropriate.
- Eldritch Cone will no longer injure the caster on Hardcore difficulty
- Curse of Despair stat penalty will now mimic that of Bestow Curse spell (-3, not -2 to all attributes). Also, attack penalty on successful save will last properly for 10 rounds and will no longer be permanent.
- Otherworldly Whispers, will no longer behave like a hostile invocation (rolling initiative, putting character into combat stance, etc...).
- Tenacious Plague:
- Fixed a bug where the swarm would sometimes ignore valid targets.
- Dispelling will remove continuous damage as well as effects.
- Will no longer register a miss if you match your target's Armor Class.
- Eldritch Doom targeting marker now matches the area affected (old marker was smaller then area affected).
Creature Abilities[]
- Death Knights can still be affected by divine damage if they evade fire damage.
- Fixed Cones of Acid, Fire and Frost used by some creatures, so that saving successfully from their damage won't make other targets in area get even less damage. Nor would failing the save make targets get identical damage.
- Fixed Fear auras used by some creatures (dragons included), to prevent characters immune to fear or mind effects from getting penalties.
- Ghast and Hezrou auras will no longer affect creatures immune to poison.
New Features[]
Multiplayer[]
- When a player gains 0 XP, the server no longer sends a message to the player to inform them they gained 0 XP.
- Dedicated Server Max Players limit has been increased to 96.
Scripting[]
- A lerptime attribute was added to the UIProgressBar GUI object. This allows you to adjust the time it takes to interpolate. the UIProgressBar GUI object now takes a: 'lerptime' parameter which lets one adjust the time it takes to interpolate. In order to interpolate, either the: lerpincrease=true or lerpdecrease=true or both attributes need to be present for the UIProgressBar.
- Two new functions added - GetNum2DAColumns and GetNum2DARows - that will return the number of columns or rows in a 2DA.
- void SetScale(object oTarget, float x, float y, float z) function added
- float GetScale( object oTarget, int axis) function added
User Interface[]
- Players are now able to double-click on their portrait in the character sheet and bring up the portrait selection menu. Through this menu, the player is able to select a new portrait for themselves. All players on a server must have a copy of the portrait in order for the custom portrait to be seen.
Toolset[]
- A new ERF Editor plugin has been added to the toolset. This plugin allows you to edit ERF files and create/edit Hak files from within the toolset.
Patch v1.11[]
Bug Fixes[]
General[]
- Stealth was previously not functioning properly. It is now functioning as designed.
- Opening the Game Options window will no longer reset the camera focus of Strategy Mode.
- The Dwarven Defender’s Defensive Stance should now function properly.
- An exploit was fixed that allowed players to increase their CON by unequipping and re-equipping items.
- A message will now be displayed if a character cannot equip an item due to being Frightened.
- The “Enable Buy/Sell Confirmation” option will now properly retain its state when you exit the game.
- Duergar are now properly ECL +1 rather than ECL +2.
Mask of the Betrayer[]
- The Spirit Eater abilities Supress, Gorge and Ravenous Incarnation will no longer alter the PC's alignment.
- The Lobby Level-up conversation will no longer lock out other players from leveling up.
- Some animation issues with the Faceless Man have been addressed.
- Okku will now properly speak in several situations where he was not previously.
- Several of Okku’s animations have been fixed to prevent graphical glitches that were occurring.
- Okku’s Paw weapon will now always upgrade properly as he gains levels.
- Okku now gains Regeneration at the Devoted Influence level.
- Party members should now always be properly restored when returning from dream states.
- The Death Knight’s Abyssal Blast ability will now cause only one Reflex save.
- You can no longer use Provoke Spirit on the Priest in the Death God’s Vault – doing this would cause you to not be able to access the furnace.
- The dialogue between Magda and Gann in the Veil Theater will now only occur if Gann is in the party.
- The conversation with Shelvedar will no longer drop if the player is female.
- Animal Companions will no longer break events in the Ice Troll Lodge.
- Occasionally, Spirit Energy would not be properly deducted when travelling from Mulsantir to Ashenwood and vice-versa. This has been fixed.
- The Sealed Passage in the Middle Barrow is no longer referred to as sealed once it has been opened.
- The Silver Sword ability Infinite Resonance will now function properly.
- Casting 0-level spells onto the Silver Sword will now properly add charges.
- Safiya will now properly grant Improved Empower Spell at Loyal and Devoted levels of Influence.
- The player can no longer encounter a progression break when using Soul Housing No. 184 to free Ammon Jerro before completing the Conflicted quest.
- The Spirit Energy meter will no longer remain after defeating the Faceless Man.
Toolset[]
- Several crashes have been addressed in the Creature Appearance Wizard.
DM Client[]
- On the DM's Context menu, if you are controlling the DM avatar the non-DM heal skill will not show up. If you possess another creature, the non-DM heal skill will show up.
Scripting[]
- EffectDeath() now has a new parameter that will make it so that any visual effects on the creature aren't purged (With the exception of mobility imparing effects, like stun, paralysis, etc).
Spells[]
- Enervate will always display its visual effect properly and will now only roll one ranged touch attack.
- Lionheart can now be scribed to a scroll.
- Extract Water Elemental can now be scribed to a scroll.
- Many spells which previously were not able to be used to craft wands now work.
Patch v1.07[]
New Features[]
General[]
- Character Mode and Strategy Mode – In advance of the release of the Mask of the Betrayer expansion pack this September, we’ve included one of the major new revisions we’ve made to the camera and control modes. Now, the four camera modes (Top Down, Chase, Driving and Free Camera) have been consolidated into two modes that are more configurable and clearer to use than the old modes – Character Mode and Strategy Mode. You can toggle which mode you are in by pressing the * key by default.
- Character Mode: In Character Mode, the camera follows behind and over the shoulder of the currently controlled character. This mode is useful for getting a good look at your surroundings and exploring an area while focused on controlling an individual character. While in Character Mode, by default, holding the Left Mouse Button down and moving the mouse to the left or right will turn the character. You can also turn by moving the mouse to the edge of the screen. Holding down the Middle Mouse Button or pressing the Arrow keys will allow you to rotate the camera around the currently controlled character.
- Strategy Mode: Strategy Mode is a top down Play Mode that is intended to make controlling a full party easier. This mode is most useful for controlling combat situations involving a full party of characters against a large number of enemies. In Strategy Mode, by default, you can click and drag to select multiple party members. You can rotate the camera either by holding the Middle Mouse Button and moving the mouse, by moving the mouse cursor to the edge of the screen, or by pressing the Arrow Keys.
- New Options Menu – Patch 1.07 also introduces a new options menu that gives you access to consolidated and clear options for each camera mode.
- Marquee/Multi-Selection Revamp – Marquee and Multi-selection have been dramatically improved to make controlling a full party much easier. You can see the new improvements to Marquee and Multi-selection in the new Strategy Mode.
- UI Improvements
- Party AI On/Off Button – There is now a button on the main game UI, next to the rest button, that will toggle the entire party’s AI on or off.
- Player Chat List – A list of all players on the server is now available on the Player Menu. You can select any player from this list to send them a tell.
- "Handles" have been added to the chat windows to allow them to be moved more easily.
- A logcommands console command has been added that allows you to dump all of the console commands to a text file.
- Console commands are no longer case sensitive.
- Gameplay Improvements
- Darkvision and Low-light Vision are now modes that can be toggled on or off using the Mode Bar.
- Bronze Dragon - New Creature! The Bronze Dragon creature has been added to the Toolset, so expect him to show up in new community content as well as Mask of the Betrayer.
- Stealth Improvements – Some improvements have been made to stealth to make it more effective in a Multiplayer environment. Among these, characters who are hidden will no longer show up when detected by any party member, and hidden characters should be hidden properly regardless of faction.
Toolset[]
- A "Find a Resource" Plugin has been added to the toolset.
- A Creature Appearance Wizard has been added. This will allow you to change the appearance of spawned creatures and creature blueprints, including race, gender, armor and armor attachments. This feature can be accessed by right clicking on a creature or blueprint entry. NOTE: This feature is currently in Beta, and there are plans to improve its functionality.
- A Texture Swapper has been added that allows builders to swap the textures in a tileset. This feature can be accessed from a tile’s properties pane, visible by right clicking on a tile.
- A new custom skydome system has been added to the toolset, allowing users to replace the NWN2 skies with skydomes of their own creating.
- Areas now have additional settings under their Day/Night Stage Properties that allow builders to “de-saturate” an area – that is, remove a percentage of the color from an area, all the way to black and white.
DM Client[]
- A UI feature has been added to allow DMs to adjust player/creature alignments using a slider bar.
- Comments from the toolset (comments within the {} brackets) will now show up in the Creator.
- The distance a DM can zoom out has been greatly increased.
- A filter feature has been added to the DM Client player list. This will allow DMs to select specific players and filter their list down to only show those selected players.
Bug Fixes[]
General[]
- The PC model during level up should be scaled to match the scaling in game
- Module Debug text should now display properly.
- The Dwarven Defender Defensive Stance ability now functions properly.
- The game will no longer crash if a player presses the + key on the number pad in a multiplayer game.
- Fixed an issue that was resulting in corrupted save games.
- Typing // will now make it so that the rest of the string is not treated as a command input, allowing the character to speak the rest of the string without any changes.
- Character AI should now respond to all attacks, not just attacks that result in damage.
- Fixed an exploit that allowed players to increase their CON.
- Neutral players should now be able to select Akadi as a deity.
- The Improved Defense feats should now replace each other.
- Mouse camera panning and tilting are now options in the game.
Toolset[]
- The 2DA editor in toolset should now handle rows where the row # is 4 digits.
- When viewing a 2DA in the toolset, sorting by any column other than the # will no longer renumber all the entries when saving.
- Changing a placeable's OpenState property will no longer yield an Unknown.
- Swapping textures in the toolset should no longer result in solid black textures.
- Opening the toolset after having set the TreeLeaves option to false in the View -> Options -> Graphics menu should result in leaves not being rendered.
- Builders can now select male or female model previews on the Armor Tab in the creature properties window.
- Manually entering a value in the Pressure's text field should now affect brushes.
- When you run the toolset a prefabs folder should be created, which becomes the default location for saving Prefab objects. Exported Prefabs will not get added to the blueprint list until the Toolset is restarted.
- Ctrl-Z will no longer set height-lock in the toolset. The Z key is used now.
- Turning the On? property of a light OFF and ON will toggle the light source OFF and ON.
- Pasting encounter triggers with spawn points no longer crashes the Toolset.
- All the effects associated with an air elemental are placed in the proper place.
- The name of the last conversation will no longer be missing from the conversation dropdown in the properties list.
- Adding a new entry in the journal, when another entry is currently selected, will add the new entry to the parent category of the selected entry.
- Red conversation nodes now show "[END DIALOG]" if they have no response nodes under them.
- The DELETE key will now work properly when manually entering color values
- Glow maps stay on the creatures for which they are intended.
- Map hotspots will now appear in the same position in-game as they do in the World Map Editor.
DM Client[]
- On the DM's Context menu, if you are controlling the DM avatar the non-DM heal skill will not show up. If you possess another creature, the non-DM heal skill will show up.
- DM commands listed in the Keymapping tab will now function properly.
- Dead players will no longer disappear from the chooser.
- Possessing/Unpossessing Creatures will no longer play the creature's possession sound.
- Players will no longer see the floating text from DMs unless the DM is visible.
- Changing the resolution in the DM client should no longer cause the text to disappear from the chooser and creator.
- DMs can change the faction of a creature using the dm_setfaction command.
- Players will no longer hear the footsteps of hidden DMs.
- The disable AI button in the chooser will now work properly.
- DebugMode will no longer need to be active for a DM to use console commands.
- The last entries in the Chooser or Creator lists will no longer be blank.
- The chooser will now focus on the current area when opened.
- DMs can now select dead PCs from within the chooser.
- The Chooser and Creator will no longer require double-clicks on the buttons.
- The + key on the number pad will now jump the DM to the location of the mouse pointer.
- The toggle trap/trigger display button will now work properly.
- DMs will now be able to join a server that is full, even if that puts the player count over the limit. DMs will still count against the overall player count.
- When a DM saves his avatar, the custom shortcuts in the quickbar should no longer become unuseable at next login.
- Player portraits in the player list will no longer be blank if a player is in a different area.
- Player portraits in the player list will now have the correct portraits and names.
Scripting[]
- EffectDeath() now has a new parameter that will make it so that any visual effects on the creature aren't purged (With the exception of mobility imparing effects, like stun, paralysis, etc).
- The "GetGroupNumKiled" script within ginc_group has been renamed to "GetGroupNumKilled".
Spells[]
- Melf's Acid Arrow will no longer be stopped by spell resistance.
- The combat log will now report Disintegrate as a ranged touch attack when cast.
- Disintegrate will now gain bonus damage when Empowered.
- The targeting circle for Horrid Wilting has been changed to 30 feet.
- Fixed a spelling error for the Glyph of Warding spell description.
Patch v1.06[]
New Features[]
Custom Content[]
- Several new UI customizability features. Among them, users can now set textures on UI objects via script, and users can set the state of progress bars via script.
- Spells that have multiple casting modes can now be cast from items (i.e., protection from evil, meteor swarm).
Scripting[]
- Many new script functions have been added.
- SetGUIObjectTexture()
- UIObject_Misc_ExtractData()
- UIObject_OnRadial_DisplayCustomRadial()
- UIObject_Input_ActionTargetScript()
- GetInfiniteFlag()
- SetInfiniteFlag()
- GetKeyRequiredFeedbackMessage()
- SetKeyRequiredFeedbackMessage()
- GetPickpocketableFlag()
- SetPickpocketableFlag()
- GetTrapActive()
- SetWillSavingThrow() (Used for Doors and Placeables only)
- SetReflexSavingThrow() (Used for Doors and Placeables only)
- SetFortitudeSavingThrow() (Used for Doors and Placeables only)
- SetLockKeyRequired()
- SetLockKeyTag()
- SetLockLockDC()
- SetLockUnlockDC()
- SetLockLockable()
- SetHardness()
- GetHardness()
- GetAreaSize()
- SetUseableFlag()
- GetPlaceableLastClickedBy()
- SetGUIProgressBarPosition()
- IntToObject()
- ObjectToInt()
- Placeables now have an OnClick event. This event will fire whenever a user clicks a placeable, regardless of whether the user can currently path to it.
- EffectSetScale() can now be used to scale creatures non-uniformally along different axes.
- SpeakOneLineConversation() now has a volume parameter that understands Whispers and Shouts.
- GetAttribute() now takes a parameter called nBaseAttribute=FALSE. If made TRUE, then the value returned will be the creature's BASE attribute instead of total.
- CreateItemOnObject() now has a 4th parameter that allows users to set the tag of the created item.
Toolset[]
- Undo and Redo now work for Terrain, Grass, and Water painting.
- There are several new hot keys that alter Brush size and pressure in the toolset:
- [ Brush size down 1
- Shift + [ Brush outer size down 1
- ] Brush size up 1
- Shift + ] Brush outer size up 1
- Pressure down 10%
- Shift + - Pressure down 25%
- = Pressure up 10%
- Shift + = Pressure up 25%
- The Flatten tool has been modified to more gradually slope between its inner and outer height. Additionally, a Pressure setting has been added to the tool to determine how rapidly it applies the change, and the Inner value is now capped at 0 instead of 1.
- A new Cliff_08 texture has been added.
- Higher resolution normal maps have been added to the Cliff_04 and Cliff_05 textures.
Bug Fixes[]
General[]
- “Greater Weapon Specialization (Light Hammer)” will no longer show up as “Greater Weapon Specialization (Flail)”
- The Dedicated Server will now load modules from directories as well as from .mod files. To load a module directory from the command line, use the following parameter: -moduledir <module name>
- Specular Lighting has been improved. Shiny objects should now look better than before.
- Trees and Objects that fade no longer lose their directional light shadow when faded out.
Scripting[]
- ActionRest() will now properly utilize the bIgnoreNoRestFlag parameter.
- EffectHeal() can now restore the HP of doors and placeables.
- SetTrapActive() now works on Doors and Placeables as well as triggers.
- SetOrientOnDialog() now functions properly.
- ExportAllCharacters() and ExportSingleCharacters() will write to the server vault.
Effects/Spells/Domains[]
- Bestow Curse now reduces all of the target’s ability scores by 3 rather than 2.
- Energy Drain no longer allows a saving throw.
- The War Domain has been renamed to the Fury Domain, to allow future implementation of a more D&D-accurate War Domain.
Fixes from v1.06 Beta:[]
- The Turn Undead ability will now function properly.
- Druids, Rangers and Clerics w/ Animal Domain can properly select their animal companions.
- The toolset will no longer throw an unhandled exception when bringing up the “Will Not Buy…” and “Will Not Sell…” dialogues on store properties.
2DA Changes[]
The following 2DA files have been changed in v1.06:
- ambientmusic.2da
- appearance.2da
- crafting.2da
- disease.2da
- doortypes.2da
- iprp_bonushp.2da
- iprp_monsterhit.2da
- soundset.2da
- spells.2da
- terrainmaterials.2daW
- visualeffects.2da
Patch v1.05[]
New Features[]
General[]
- A beta implementation of Multi-Select is now available as an option in both the DM Client and main game client. By default, Mouse 4 will select the entire party, and Mouse 5 or holding CTRL+Left Click will enable lasso selection of party members. We are planning to continue to revise and improve our Multi-Select functionality in future patches.
- There is now an “Advanced Options” button on the Server Options panel. Server Administrators can specify two URLs in this menu: One, intended to point to their server’s homepage, if it has one, and one intended to directly point to the server’s latest PWC file. Players will be able to see these links from the Server Details on the Internet Game browser and clicking them will launch the user’s Browser and direct them to the URL specified.
- There is now a 4th parameter to the DisplayGuiScreen() script function that allows a user to define the name fo the *.xml file to load if the 'ScreenName' can't be found inside the INIs already. This will allow custom GUI creators to add GUIs (Using the ui\custom\ folder) and not need to edit the INIs stored in ui\default to make the game able to load them.
- Augment Summoning and Augment Healing are now selectable once their prerequisites have been met.
- Players can now adjust the scale of their player models in the character creation process.
Scripting[]
- A bDisplayFeedback=TRUE parameter was added to both ActionGiveItem and ActionTakeItem. Changing it from the default of TRUE to FALSE will keep the feedback strings from appearing in the chat window when these script functions are used.
- 2DAs queried by script functions are now cached. This should increase performance of scripts that frequently reference 2Das.
- Within the Script Editor, hitting the Tab key now creates 5 spaces instead of inserting a tab character.
Toolset[]
- Within the appearance.2da, NWN2_Scale has now been split into three columns: NWN2_Scale_X, NWN2_Scale_Y and NWN2_Scale_Z. This will allow users to scale creature appearances non-uniformally through the appearance.2da.
- The Grass, Creature Appearance Type, and Creature Soundset lists are now sorted alphabetically.
- There is now an option to have the TAB key insert 5 spaces instead of a TAB character in the Script Editor.
Bug Fixes[]
General[]
- The Quick Cast menu was blocking movement clicks for its entire area – even parts that were not visible. Players can now click through any non-visible part of the Quick Cast menu.
- Feats will now properly show their cool down timer countdown.
- The Chat Window is no longer cleared after an area transition.
DM Client[]
- The DM Chat toggle could previously not be turned back on after it was turned off. This has been fixed.
Effects/Spells[]
- Certain multiclass characters could lose spells from their hotbar after making area transitions. This will no longer occur.
- The Reflex save for Defensive Roll can now happen multiple times per day.
- Manyshot was previously always applying the full attack bonus and penalty to hit, regardless of the character’s BAB. This has been fixed.
- Female Drow Clerics would be previously be forced to pick a new deity at level up if they had selected Lolth during character creation. This has been fixed.
- Spears now give the proper 3x critical damage multiplier.
Toolset[]
- Several words that previously were incorrectly being highlighted by the syntax highlighter will no longer be highlighted.
- The GetIsPartyTransition() flag for triggers always returned true, regardless of what was set in the toolset. This has been fixed.
- The DescID column in NWN2_Dieties.2da can now accept a string enclosed in quotation marks in addition to a STRREF.
Bug Fixes from 1.05 Beta[]
- Augment Healing and Summoning were not selectable. This has been fixed.
- The functionality of the Height and Girth sliders has been improved and allows for more attractive results now.
- The TAB key inserting 5 spaces rather than a TAB character is now optional in the script editor.
- Barter and Trade will now work from the Radial menu in Multiplayer.
- Spears are now giving the proper 3x critical damage multiplier.
2DA Changes[]
The following 2DA files have been changed in v1.05:
- appearance.2da
- baseitems.2da
- classes.2da
- cls_atk_1.2da
- cls_atk_2.2da
- cls_atk_3.2da
- cls_bsplvl_arctr.2da
- cls_bsplvl_eknight.2da
- cls_bsplvl_harper.2da
- cls_bsplvl_palema.2da
- cls_bsplvl_wprst.2da
- cls_savthr_barb.2da
- cls_savthr_bard.2da
- cls_savthr_cler.2da
- cls_savthr_cons.2da
- cls_savthr_dru.2da
- cls_savthr_fight.2da
- cls_savthr_monk.2da
- cls_savthr_pal.2da
- cls_savthr_rang.2da
- cls_savthr_rog.2da
- cls_savthr_sorc.2da
- cls_savthr_wild.2da
- cls_savthr_wiz.2da
- damagelevels.2da
- feat.2da
- hen_companion.2da
- hen_familiar.2da
- iprp_damagecost.2da
- iprp_srcost.2da
- keymap.2da
- placeables.2da
- racialtypes.2da
- spells.2da
In addition, the following 2DA files have been added in v1.05:
- cls_featmap_arctr.2da
- cls_featmap_eknight.2da
- cls_featmap_harper.2da
- cls_featmap_palema.2da
- cls_featmap_wprst.2da
Patch v1.04[]
New Features[]
General[]
- Voice Menu
- Users can now press the Voice Menu key (‘V’ by default) to activate a menu from which they can quickly access frequently used voice commands and emotes. Users can drag these to the hotbar, as well.
- Added support for bindable keys to change the hotbar page.
- You can now drag and drop buttons from the Mode Bar and Quick Cast Menu onto the Hotbar. This will also work for Spontaneously Converted spells.
- Players now have the option to turn on a second horizontal hotbar and 2 vertical hotbars.
- Users can now select in the options menu whether or not they want left click and hold in Driving Camera to move the character or mouselook.
- All combat modes can now be triggered instantly, except for Parry, Rapid Shot, and Flurry of Blows, which are deferred until the beginning of the next round.
- Your pending combat modes are now displayed on the action queue UI, with a countdown ticker, tooltip, and mouse click support.
- You can now toggle of and off a pending combat mode.
- Combat modes are no longer turned off for party members at the end of their combat round.
- Trees throughout the game should look better as many of the tree textures and models have been revamped to be more visually appealing.
- Localized versions of the NWN1 sounds used in the game have been added to their respective languages.
- Several new loading screen tips have been added to v1.04.
DM Client[]
- DMs can now drag items from the creator menu to the hotbar.
- DMs can now jump directly to an area.
- DMs can now add and subtract experience points, gold and levels.
Scripting[]
- EffectDamage() – A flag has been added to the EffectDamage()function which allows you to skip Damage Immunity, Damage Reduction, and Damage Resistance. The default for this flag is FALSE, so existing scripts will continue to work the same.
Toolset[]
- A comment field has been added to the Journal Editor.
- More robust undo/redo support has been added to the Conversation and Journal editors.
Bug Fixes[]
General[]
- The Mode Bar and Mini-map will now properly retain their hidden or revealed state after area transitions.
- Improvements have been made which reduce load times in some situations.
- The game will no longer crash when attempting to buy when on a blank page.
- The game’s transition to Act 2 would very rarely fail to occur. This has been made more reliable.
DM Client[]
- DMs will no longer automatically run lore checks on acquired items.
- Feedback has been added for several DM abilities.
- DMs can now spawn items into containers.
- The DM Client should no longer crash on transition to large exterior areas.
Effects/Spells[]
- Wildshape and Elemental Shape are no longer dispellable.
- Balagar’s Iron Horn radius reduced from 30 feet to 20 feet.
- Greater Fireburst will now do the correct amount of damage.
- Monks will no longer get their class AC Bonus while wearing armor or using a shield.
- Improved Reaction will now properly calculate uses per day.
- Manyshot will now function as described.
- Characters with crossbows can now use Rapid Shot if they have Rapid Reload.
Items[]
- The game will no longer crash if you drag an item from a magic bag onto the magic bag which contains it.
Toolset[]
- TRX files are now renamed when renaming their associated area.
2DA Changes[]
The following 2DA files have been changed in v1.04:
- actions.2da
- feat.2da
- keymap.2da
- nwn2_dmcommands.2da
- nwn2_emotes.2da
- nwn2_tips.2da
- spells.2da
- visualeffects.2da
In addition, nwn2_voicemenu.2da has been added.
Patch v1.03[]
New Features[]
General[]
- Weapon combos in hotbar: Added the ability to set up dual weapon, weapon & shield, or weapon & torch combos in the hotbar. Clicking the hotbar button for a weapon you already have equipped will unequip it.
- Camera Changes: We’ve made a series of camera changes to this version:
- New options for adjusting sensitivity for controlling the camera by keyboard, mouse, and edge of screen.
- Chase Cam adjusted to work more like NWN1.
- In free cam mode, the arrow keys now pan the camera, and holding down CTRL will zoom and yaw the camera.
- Added bindable keyboard key for mouse look / camera control. This mimics functionality of pressing down the middle mouse button for those without a middle mouse button.
- Graphics Optimizations: A number of new graphics optimizations have been added:
- Anti-Aliasing Support: Anti-aliasing is now supported and can be enabled in the Options Menu. Please note: This could significantly affect frame rate, depending on your hardware.µ
- Shadow Rendering: Shadow rendering speed has been improved.
- Tree Rendering: Speed improvements to the rendering of trees.
- Water Rendering: Speed improvements to how water is rendered by the engine.
- New Options:
- Buy/Sell Confirmation: You can now turn off the buy/sell confirmation dialog.
- Options menu has been reorganized to support many new camera control options.
- You can now change keybindings in game.
- Database Support:
- The database script functions from NWN1 have been re-enabled. They are now significantly faster in many cases.
Multiplayer[]
- Improved /t style chat.
DM Client[]
- Added initial support for hotbar buttons and context menus.
- Added in party bar. It will only list the connected players in the game and not who is in your faction.
- You can now hover over menu items in the Chooser instead of having to click on them first.
- “Very Easy” difficulty option has been restored.
- The DM chat channel is once again available via the /dm prefix.
Scripting[]
- EffectWildshape() – New function for Wildshape effect.
- GetEncumbranceState () - Added script function to get the encumbrance state of a given player
- GetPlayerCreatureExamineTarget() - Added script function to get the current creature examine target for a player
- PackCampaignDatabase() – A new database feature to NWN2, this will pack the campaign database and purge deleted records from a database.
- GetPlayerTargetObject() – New script function to get the current selected target object for a given player.
- UnlinkDoor() – New script command to turn an area transition door into a normal door.
- Database support has been added, including new PackCampaignDatabase() function.
Toolset[]
- Added a load screen image previewer.
- Added item icon previewer.
- Area names and tags now default to the area’s file name for new areas.
- The spell tab now shows multiple instances of spells, so creatures can have multiple instances of a spell with different metamagic types.
- Right-clicking while placing tiles now rotates the tile.
- The first column and row of the 2DA viewer are now pinned, making it easier to use.
- Changes on item blueprints will now be propagated to items in creature or placeable inventories, or that are equipped on creatures.
- Added new option to the File menu that allows the user to compile only currently open scripts.
- There is a new panel in the script editor that allows the user to insert scripts from the NWN2Toolset\Templates folder into the current script.
- Script search functionality changed to bring up all results in one result window and the user can double-click to open up that search result.
- Item cost calculations added to the item properties.
- New visual style.
- Doors now have a flag that allows them to render an invisible area transition (aka an invisible "black door.") This is adjustable in the toolset. This is to address concerns with the “black area” behind open doors and how silly it looked on open gates in the middle of Neverwinter, etc.
- When users enter a string ref, they can also check a box to say that the string ref is from the custom file and the string returned will be from that file instead of the main .tlk table.
- Feminine versions of strings are now editable.
- Hex values can now be used as string references within 2DAs. This makes it easier to use custom TLK files with 2DAs.
- The script editor runs faster and uses less memory.
Bug Fixes[]
General[]
- Animal Companions, Familiars, and Summoned Creatures are now unsummoned when a roster member is being despawned. This will address problems where companions can become familiars on transitions.
- Some minor adjustments to the pathing system to prevent characters from being put into illegal areas.
- Split out Armored Caster feat into class specific feats for Bards and Warlocks to properly apply spell failure percentages. This will allow users who add new classes to give them specific armored casting ability easily.
- Some minor fixes to drop shadow rendering.
- The debug DirectX check has been removed – some users had problems running the game, even without the DirectX SDK being installed.
- The game would crash when a module with more than 16,000 objects was loaded.
- Fixed a memory leak related to grass that would occur in certain areas.
Multiplayer[]
- Fixed issue when a player was resurrected by another player, the “respawn” button would stay up on their screen, and could be used to restore life and remove effects.
DM Client[]
- Added larger “+” buttons for the Chooser and Creator to make them easier to click on.
- Fixed some issues with keymapping.
- Player list is used instead of the party list when displaying party members on the minimap and areamap.
- DM’s can now area transition while possessing something and the entire faction doesn’t come with them.
- Fixed issue with trying to possess a creature in a different area than the one the DM is currently standing in.
- Fixed mouse action target for Dungeon Masters, so they don't start conversations with everyone. Also fixed highlight, so they can't always highlight themselves.
- DM can now move around while game is paused.
- Moved feats granted to a DM character from being hard-coded to a new flag in the feat.2da, "DMFeat". If it's marked as 0, the DM doesn't get it; as 1, he does.
- NWN database bug: Variables names are now properly truncated to 32 characters in all cases.
Effects/Spells[]
- If weapon trails are disabled in the options menu, hit and parry visuals are disabled as well.
- Character validation was not taking Spellcasting Prodigy into account for a number of spells wizards learn at first level.
- You no longer get max spells after unequipping an ability boost item, then an extra spell slot item. Also, changed extra spell slot items so that they only grant extra spell slots if you are capable of casting spells of that level.
- Neutralize Poison should not remove Disease and Ability Decrease effects.
- Lowered Frenzy damage to 6 per round.
- You can no longer recover traps with DC 20 or higher if you do not have the Trapfinding feat. If you try to disarm or recover a DC 20+ trap without Trapfinding, you will receive feedback that success is never possible; it is still possible to suffer a critical failure and have the trap go off on you. You can still flag, examine, and set a trap of any DC without Trapfinding; you can also always disarm or recover a trap you set yourself.
- EffectShareDamage() was not actually applying damage to the caster.
- Some fixes to global scripts on how spells affect NPCs, etc., in Hardcore mode.
- Finger of Death affects players in multiplayer mode now.
- Heal spells no longer call a touch attack when cast on undead.
- The Mass Inflict Line of spells now properly call a will save instead of a Fort save.
- The Mass Inflict Line of spells have now been updated to have the same behavior as Mass Inflict Light Wounds in regards to target discrimination and undead.
- Mass Inflict Light Wounds no longer harms hostile undead. Neither will it heal them. The healing effect is only applied to friendly undead.
- Casting Mage Armor on a character who already has Improved Mage Armor applied will no longer remove the stronger spell.
- Improved Mage Armor now correctly provides +6 AC rather than +8.
- The duration on Tymora’s Smile has been corrected.
- The spells Foundation of Stone, Body of Sun, Jagged Tooth, Tortoise Shell, Swamp Lung, Storm Avatar, and Nature's Avatar now properly apply their metamagic abilities.
- Tymora's Smile is now self-cast only.
- Crafting wands, potions, and scrolls was not working for many spells. All spells should now craft properly.
- Soothing Light will now auto-cast when selected.
- Guarding the Lord will now only target other creatures.
- Warlock Darkness now has the same targeting UI as arcane Darkness.
- Mass Heal now has a range of "close."
- The Mass Cure line of spells now uniformly have a range of "close."
- Old behavior for Bigby's 3 was causing some creatures to become paralyzed rather than immobilized in order to simulate grappling. This allowed them a chance to break out on a will save. The paralysis effect has been replaced with an immobilization effect.
- Prismatic Spray was always petrifying, rather than applying a random effect. This is fixed.
- Web and Greater Shadow Conjuration/Web now have the same targeting UI.
- Greater Fireburst will no longer damage the caster on hardcore difficulty.
- Fireburst will no longer harm the caster.
- Iron Horn now properly uses a cone shape instead of a sphere.
- Foundation of stone was calculating its duration in seconds rather than rounds. This has been fixed.
- Magic Fang and Greater Magic Fang now can be applied to any animal, beast, or vermin. This includes wildshaped druids.
- Missile Storm will no longer target friendlies on hardcore mode.
- Bombardment now knocks down targets on a failed save.
- Blade Barrier now plays a species specific blood spray when it damages a target.
- Destruction now checks the target for death immunity.
Items[]
- Changed Holy Avenger bonus damage from 1d6 to 2d6 vs. evil.
Scripting[]
- AttemptToDisarmTrap() - Returns FALSE if character cannot path to trap instead of assuming they don't have the skill points to do so.
- GetArmorRank - Returns whether an equipped item is ARMOR_RANK_NONE, _LIGHT, _MEDIUM, or _HEAVY
- GetSpellLevel() wasn’t taking cleric domains into account. This has been fixed.
- GetWeaponType() – Lets Keen Edge spell also affect piercing weapons.
- TalentSpellFilter() – This has been standardized in regards to Keen Edge and Weapon of Impact.
- Added script command gr_character_xml run from console that will export character data in XML format to the log.
- Fixed X2_inc_switches constant that was causing the override spellscript and the tagbased script prefix to overwrite each other.
- NPC casters can no longer affect themselves with AOE spells in Hardcore+ difficulty
- NPCs of non-opposed factions can no longer affect each other with AOE spells in Hardcore+ difficulty
- Added additional effects and fixed parameter listing for ga_effect.
Crafting[]
- 'Medalion of Thought' recipe now gives that item instead of the 'Talisman of Pure Evil'
- The 'Armor of Arrow Deflection' recipe now gives the correct effect and not 'Spell Specialization: Abjuration' on the Armor enchanted
- 'Invulnerable Armor' recipe now give Damage Reduction Effect
- 'Poison Weapon' recipe now give poison effect
- The 'Armor of Spell Resistance' recipes now gives spell resistance effect.
- Crafted wands, and scrolls now give the correct class restrictions based on class spell lists.
- Wands and potions now take into account the class and level of the caster for determining if the max spell level is surpasses instead of using the innate level of a spell.
- removed item cast at item restriction for spell storing devices (wands, potions, scrolls)
- Reduced cost of 0 level spells for wands, potions, and scrolls by half
- Added warlock darkness crafting recipes for Gold Filigree Charm and Infernal Focus.
- Number of charges for newly crafted wand now defaults to 50.
Interface[]
- Fixed a bug where screen edge turning was frame rate dependent, making the camera behave differently based on graphics settings or area.
- Fixed a few minor bugs with mouse selection.
- Save game name will now show up properly when overwriting savegames.
- Fixed issue where gaining bonus feats from items were not causing a refresh of the character sheet.
- The character ‘ø’ has been added to our fonts.
- Context Menu Delay slider and Weapon trail Option are now properly saved and read in correctly.
- You can no longer resize on of the multiplayer chat windows offscreen.
- You can now click past feat selection if you have no feats to select. You lose that feat pick permanently. This was added so characters with low stats in core abilities could process through level up.
Toolset[]
- Turning off fog along with the “use area far plane” option now works correctly, and will render the area up to the far plane specified in the Graphics section of the Options screen.
- Oriented billboards in visual effects will now render correctly in the toolset.
- Weapon scaling now looks correct in the toolset.
- Fixed a bug with the script and conversation search windows stealing focus.
- Fixed a bug with changes to spells not getting saved if the active tab was changed before changes were applied.
- Level 9 spells are now saved correctly for creatures.
- Font preferences are now saved correctly.
- Fixed a bug where docking windows would snap closed if a drop-down box was used while they were shown.
- Reduction in memory pre-allocation by half. This should address some customer reported issues with the toolset crashing on load.
- Some improvements to script editor speed and reductions in memory usage.
- Fixed a bug where placed instances of stores weren't copying the "infinite" flag for items.
- Fixed memory leak when erasing grass.
- Fixed issue for non-English versions where some required toolset preferences were not being loaded.
- Module variables are now displayed under the “Scripts” category.
- Fixed bug where turning off light spheres would turn off sound spheres.
- Focus wouldn’t change properly when clicking on the propertygrid or the blueprint view. Fixed.
- Fixed crash when trying to modify prefabs in the universal blueprint changer.
- Fix for an exception that could be thrown if a journal was modified from code (like a plugin.)
- Fixed inability to modify camera orientation, Orientation has been re-enabled.
- Some fixes to toolset memory management to improve stability.
- Floating windows that are offscreen will be moved back onscreen on startup.
- Newly-created blueprints will have their template property set to the same name as the blueprint.
- Fixed a bug where creating new item blueprints, assigning them to a creature or placeable, and then immediately placing the creature or placeable would result in the item having incorrect properties.
- Fixed a bug in the script editor where certain NWN-specific data types would confuse the parameter info display.
- Using the “Find All” button in the script search window now displays all results in a popup window. Users can select the matching script/line they want to view.
- An estimated value for the cost of an item (before appraise rolls etc) has been added to the properties of items.
- Updated look and feel of the tab controls.
- Fixed a bug with the “Save” button in the world map editor. It will no longer corrupt map images.
Original Campaign Fixes[]
Global[]
- More NPCs will drop poisons now.
- Companions will now no longer stop following the player after certain cutscenes.
- Poisons can be purchased from Uncus or Caelryna in Crossroad Keep.
- Players can no longer encumber companions to exploit certain battles in the game.
- Fixed some faulty condition checks in Bevil’s conversation in Crossroad Keep.
- Fixed a bug in the Crossroad Keep report that showed the Walls as ruined when they have been upgraded.
- Added bonuses to Land and Road Security when upgrading Walls, Towers and surrounding areas in Crossroad Keep.
Act 1:[]
- Bishop takes the two weapon fighting path of rangers despite longbow feats and constant references to arrows. This has been fixed; the game will scan your package for valid Ranger Combat Styles (when you become a level 2 ranger) and picks that. If you don’t have one in your package, it defaults to dual-wield.
- Fixed quest-breaker where player can not turn in ‘Lewy's hog’ quest if player committed a triple cross.
- Mind affecting spells should no longer freeze the Harvest Brawl.
- Archery Competition now more multiplayer friendly.
- Fixed issue where stripped items in the tutorial were not being returned in West Harbor.
- Script changes to the following to address the "Black Screen" issue where cutscenes would fail to fire (this is in addition to the code fix):
- Wheat Field battle in West Harbor
- Casavir's intro in Old Owl Well
- Construct intro when raiding Githyanki Hideout
- Shandra's scenes late in Act 1
- Bishop's scenes in Ember
- Fixed problem with Georg in West Harbor where he could occasionally get into a state where his dialog wouldn't start up.
- Fixed the lingering sound effects, fires, and bodies from the raid on West Harbor.
- Fixed issue where Bevil was in a "Stand your ground" state after recovering the shard in West Harbor.
- Galen will now talk to you in Fort Locke even if you haven't spoken with Marshal Cormick yet.
- Added a couple obsidian gems in Highcliff module so crafters can create +1 weapons.
- Fixed issue where Commander Tann would have nothing to say in some circumstances.
- Fixed quest break in the Highcliff graveyard if player pulled lever before speaking to Tann.
- Moved zombie spawns away from the portcullis near the Shadow Priest in the crypt near Fort Locke so they and companions don't aggro each other through the gate.
- Fixed issue where Tann was not being removed from the party in a multiplayer game
- Fixed zombies that were getting into a perpetually stuck state in Highcliff castle ruins. Occasionally, the zombies around the shadow priest would never attack or react.
- Made a script change to how Elanee is spawned during her intro to fix a bug where she would sometimes fail to appear.
- Fixed issue where players would occasionally get stuck on the boat ride to Neverwinter city.
- Fixed many creatures who were improperly marked as non-disarmable.
- Fixed Karina sticking around Old Owl Well when she should have returned to Neverwinter.
- Ironfist Clanhold journal update now occurs when picking up the Gauntlets of Ironfist.
- Fixed World Map Transitions in Highcliff and Casavir's intro that required the player to drive into them rather than being activated on clicking.
- Fixed issue where Slaan was not being removed from the party in a multiplayer game.
- Hlam in the Church of Tyr now heals the party properly when asked to.
- Ophala should no longer talk about Leldon if the PC hasn't run into any of the Bounty Hunters yet.
- Reduced framerate hit early in Githyanki Hideout due to number of spawns occurring.
- Fixing Shadow Priest heads in Act 1 to use the proper head model.
- Druid in wolf form in the Docks that opens up Elanee's Skymirror quest now properly shows up in Act 1 only.
- Fixed issue where Grobnar and Casavir were not showing up in the Sunken Flagon when they should have.
- Fixed incorrect journal entry appearing after defeating Ahja during the Sea Ghost quest.
- Companions will now participate in the Githyanki attack on the flagon.
- Fixed issue where some Githyanki would stick around after the Githyanki attack on the Flagon.
- Fixed exploit where player can skip Zeeaire's confrontation cut scene using the inter-dimensional sphere.
- Allowed player to take their shards back from Zeeaire's corpse. Player doesn't need to wait until they are automatically awarded back at the beginning of Act 2.
- Fixed a dialog loop involving Bishop and female players after rescuing Shandra from Zeeaire.
- Axle's house no longer accessible to City Watch players in acts 2 and 3.
- Fixed issue where Bevil could not be recruited in Act 2.
- Companions will no longer cast 'Keen Edge' and 'Weapon of Impact' on inappropriate weapons.
- Fixed issue where companions would say they couldn't disarm a trap when they meant they couldn't path to one.
- Fixed rare issue where spell breach was not removing more than one protection.
- Fixed a number of errors with NPC descriptions.
Act 2:[]
- Fixed an issue where if you choose to attack Pentin for not paying you for ore deposits, he wasn’t turning hostile.
- Dialogue with Qaggoth-yeg in Lord Tavorick’s basement should fire more reliably now.
- Gannish estate will show up on the Blacklake area map now when it’s supposed to.
- Added an alternate solution to the fourth riff in the Battle of the Bards, since one of the pitches was ambiguous.
- Fixed issue where loading a saved game during an encounter with an Animus elemental caused a different cutscene to fire.
- Sand will no longer be marked as unselectable if he wasn’t in the party and the player attempted to transition to Port Llast.
- Fixed an issue where the outdoor statue of purification in Arvahn wasn’t useable if the player killed everything in the area prior to using it.
- Player can no longer leave Jerro’s Haven after completing the three paths in the approach and telling the guardian about them. This fixes a potential progression break.
- Fixed a bug where Axle’s house would be unlocked in Act 2 even if the player was with the City Watch.
- If the player has recruited Guyven, he will receive experience points for discovering Ammon Jerro’s Haven.
- Calindra will now leave the Alliance Arms Inn in Port Llast if you return after you have recruited her to Crossroad Keep.
- Orlan will now leave West Harbor if you return after you have recruited him to Crossroad Keep.
- Bevil will now leave West Harbor if you return after you have recruited him to Crossroad Keep.
- Torio in Crossroad Keep will no longer talk about the Church and Tower before Act 3.
Act 3:[]
- Poisons will drop off of the Shadow Thieves in the Merchant Quarter.
- Mephasm will now take the intended item for the blind sacrifice.
- Minor improvements to some cutscenes in Act 3.
- Added a workaround for a bug reported on the forums where Nolaloth’s Valley was not being revealed on the World Map.
- If the player has recruited Guyven, he will receive experience points for discovering the Wendersnaven clearing.
- Fixed Ivarr’s Atonement and Path of the Holy quests so that they can be completed by talking to Ivarr after slaying Tholapsyx.
- Fixed a problem with Veedle telling you there is more to build when you have already built everything.
- Added a journal entry and XP awards for killing the three Shadow Reavers in the Merdelain Gauntlet.
- Fixed an issue with the Wendersnaven cutscene not triggering correctly if you use a companion to loot the Journal of the Relentless Poet.
- Fixed Light of Heaven’s Heal special ability so it will work properly.
- Construct will no longer be in two places at once in Crossroad Keep after the Siege.
- Fixed a conversation drop that happened at the beginning cutscene in the Merdelain Gauntlet if Elanee was not there.
- Added theme music to the ending denouement sequences.
- Mephasm will now give you an Infernal Bargaining epithet feat if you successfully bargain with him three times.
- The Trial of the Sun Soul will no longer remove the player’s inventory.
- Merdelain: Added Collision Sphere to more easily select portal object
- Merdelain: Fixed Evil Ending combat AI
- Merdelain: Removed latent spell sounds during game ending
Patch v1.02[]
This patch is a hot fix to address issues reported by the community where cutscenes and scripted events did not seem to fire correctly when a companion character was being controlled.
- ServerMonitorConsole should now properly run on Athlon XP-based machines.
Patch v1.01[]
New Features[]
- DM Client – A beta version of the Dungeon Master Client is now available. You can access it from the NWN2 Launcher, or by running nwn2.exe with the –dmc switch. This allows you to start a multiplayer game in which you can have a great deal of control over creating, managing, and commanding creatures, placeables, and more. Over the next three monthly patches we will be continuing to add features, fix bugs, and improve the interface.
- New Druid Spells – Druids have been granted 9 new spells, one for each level. In addition, the feat Natural Spell has been added. Druids that take the Natural Spell feat may cast spells while Polymorphed or Wild Shaped.
- Level 1 - Foundation of Stone: This spell grants a target immunity to knockdown, but reduces their movement speed.
- Level 2 - Body of the Sun: The caster’s body emanates fire, burning nearby creatures.
- Level 3 – Jagged Tooth: This spell grants a targeted animal the Keen property on one of its natural weapons.
- Level 4 – Moonbolt: This spell creates a bolt of energy that deals strength damage to living creatures and knocks down undead, giving them penalties on attack rolls and saving throws.
- Level 5 – Rejuvenation Cocoon: The target of this spell becomes encased in a regenerative cocoon, where they are cured from poison and disease and regenerate health.
- Level 6 – Tortoise Shell: The caster gains a natural armor bonus of +6, plus an additional 1 per every three caster levels to a maximum of +9.
- Level 7 – Swamp Lung: This spell causes victims to fall prone for 1-6 rounds, during which time they can catch disease.
- Level 8 – Storm Avatar: This spell infuses the caster with the energy of a storm, making them immune to missiles, hasting them, and adding damage to their attacks
- Level 9 – Nature’s Avatar: This spell grants a targeted animal a series of very powerful buffs.
- Water Reflection/Refraction – Water is now more visually exciting! Users have the option to toggle Water Reflection and Refraction on in the Options Menu under the Advanced Graphics tab. Note: These settings can cause slowdowns on older hardware.
- Client Packs – Module makers can now create Client Packs in the toolset, which can be placed in clients My Documents\pwc\ folder to allow users to connect to Multiplayer Games for which they do not have the module. These .pwc files contain only the data absolutely necessary to run the module on the client side are useful if, for instance, you are running a persistent world and do not wish to allow clients to open your module with all of its areas, creatures, and scripts visible.
Bug Fixes[]
General[]
- Input in Single Player games should now be much more responsive. Previously, input commands could lag for up to several frames before taking effect in-game. This is no longer the case.
- Broadcast Commands are now more reliable and last longer before companions will revert to their default behavior.
- The “Loot All” button would sometimes loot all of the items from a container but would not close the window or remove the icons. This will no longer occur.
- The player can no longer become stuck in a cinematic style cutscene by switching characters immediately as the cutscene begins.
Multiplayer[]
- The game will no longer crash if you switch back to your character after ordering one of your companions to barter with another player.
- The Chat box, both in-game and in the Gamespy Lobby, will no longer overrun when players type long messages.
Effects/Spells[]
- Fixed several instances where the type of damage was not specified in a spell’s description.
- The descriptions for Bless, Divine Shield and Shield Other have been updated.
- Isaac’s Greater Missile Storm and Isaac’s Lesser Missile Storm will no longer target allies on difficulty modes lower than D&D Hardcore. Additionally, they will select their targets more fairly now.
- Magic Fang now grants the proper bonus to animal companions.
Interface[]
- Long quest names will no longer be cut off in the Journal.
- Longer target names now fit underneath the targeting window.
- The Scimitar +2 will no longer have a Rapier icon.
- Items could occasionally become lost when moving them in the inventory with the game paused. This will no longer occur.
Toolset[]
- Users can now add .mod files as well as modules in directories to campaigns.
- The toolset could previously enter a state where it would crash when saving a module to a directory. This can no longer happen.
- The default NWN2 load screen is now available in the toolset.
Original Campaign Fixes[]
Global[]
- Fixed several minor spelling and grammar issues.
- Fixed several instances where dialogue text did not match the Voice Over for a line.
- Fixed some instances of traps not working throughout the game.
Act 1[]
- Fixed an instance where players could reach Skymirror without Elanee.
- Slaan now drops items when killed.
- Fixed Zeearie’s mouth not animating after the player defeated her.
- Fixed an inconsistency in Jochris’ cutscene.
- Fixed an issue which could cause two Waterdeep Emissaries to spawn.
- Wolf will now look the same in his cutscene in the Merchant Quarter as he does in the rest of the game.
- Fixed an infinite XP exploit when returning to West Harbor and speaking with Retta Starling.
- Thugs no longer appear in the same spot when re-entering the Neverwinter Docks district.
Act 2[]
- Reduced an influence check for Grobnar during the Trial.
- Fixed the cutscene with Koraboros triggering early at Shandra’s Farm.
- Fixed the Sun Soul Art quest not being added to the journal.
- The player now receives the proper number of quest items after defeating the Shadow Reaver in Act 2.
- Turning in Arval’s journal will no longer give an invalid reward.
- Fixed an instance where Nevalle referred to Female PCs as Male.
- Fixed an infinite quest reward loop in Zaxis’ dialogue
- Players will no longer get stuck on the dialogue between Zhjaeve and Aldanon in Multiplayer.
- Soothing Light now performs the proper effect.
- Healing Lord Tavorick after he goes down but before he speaks to you will no longer break progression.
Act 3[]
- The game could sometimes become stuck when leaving Fire Giant camp through the Area Transition – this will no longer occur.
- The quartermaster’s armory will no longer appear as red tunics.
- Siege Towers have been given the proper sound set.
- Retta’s dialogue will no longer drop if you speak to her before Danan.
- Prior Hlam is now available in Neverwinter City during Act 3.
- Players can no longer bypass the black portals in the Gauntlet.